This action might not be possible to undo. Are you sure you want to continue?
Table of ConTenTS
OBJECT OF THE GAME ........................................ 2 GAME BASICS ...................................................... 2
Figures ................................................................................... 2 Agendas & Factions ............................................................. 3 Health Tracker ....................................................................... 5 ProTecTors: elemenTAl cHAmPions ........................... 6 Play mat ................................................................................. 7 Dice ........................................................................................ 7 Figure stats ........................................................................... 9 Hyper Form ..........................................................................11 Parts of the Turn .................................................................11
THE ADVANCED GAME...................................... 28
Abilities ................................................................................28 collisions .............................................................................32 Power Attacks .....................................................................32 DesTroyers: sAvAGe swArm ........................................38 combined Unit Attacks ......................................................39 morphers and metamorphs ...............................................40 invADers: TriTons ...........................................................43 installations .........................................................................45 multi-monster Games .........................................................45 The Agenda wheel .............................................................46 collABorATors: UBercorP inTernATionAl ............48
PLAYING THE GAME .......................................... 12
moving on the Battle map..................................................12 rADicAls: emPire oF THe APes ....................................13 making Attacks ................................................................... 17 interacting with the Battle map ........................................20 setting Up A Game .............................................................23 order of Play........................................................................ 24 FienDs: sUBTerrAn UPrisinG ....................................... 27
GLOSSARY.......................................................... 49 ABILITY REFERENCE ........................................ 56
Privateer Press, Inc. 13434 NE 16th St. Suite 120 • Bellevue, WA 98005 • Tel (425) 643-5900 • Fax (425) 643-5902 For online customer service, email email@example.com
©2001–2009 Privateer Press, inc. All rights reserved. All trademarks herein, including Privateer Press, WARMACHINE®, Monsterpocalypse®, Elemental Champions, Empire of the Apes, Subterran Uprising, Savage Swarm, Tritons, UberCorp International, and their logos and slogans are property of Privateer Press, inc., 13434 n.e. 16th st., Bellevue, wA 98005. This book contains works of fiction. Any resemblance to people, places, or events—real or fictitious—is purely coincidental. no part of this publication may be stored in any retrieval system or transmitted in any form without written permission from Privateer Press. Duplicating any portion of the materials herein, unless specifically addressed within the work or by written permission from Privateer Press, is strictly prohibited. in the event that permissions are granted, such duplications shall be intended solely for personal, noncommercial use and must maintain all copyrights, trademarks, or other notices contained therein or preserve all marks associated thereof. copyright violation triggers the dormant savage swarm eggs implanted in this document. First printing 2009. Printed in china. Permission to electronically store and print this document for personal, non commercial use is hereby granted.
T h e m o n S T e r p o C a ly p S e i S u p o n u S !
Attackers from beyond space and time and from beneath the lands and oceans have engulfed the world in catastrophic conflict! Cities are now battlegrounds as giant monsters and their hordes of minions rampage through urban landscapes, level buildings, crush obstacles, and fight to achieve their own mysterious goals. Gather your units, build your city, and prepare to level everything in your path. It’s time to Reach Out and Crush Someone!
a more powerful version. the monster can transform into its hyper form. flying vehicles. The starter set comes with enough figures to get you going. and buildings. game baSiCS figureS The figures used to play Monsterpocalypse come in three varieties: monsters. the match ends in a draw. The monster begins the game in its alpha form. Some things will affect only monsters. and all sorts of creatures. and be the last monster standing! objeCT of The game A player wins when he has destroyed all his opponent’s monsters while he still has at least one of his own monster figures in play. and you can add to your collection with Monsterpocalypse monster boosters and unit boosters. If this results in a tie. some things will affect only buildings. Then come back here for the in-depth info you’ll need to crush your enemies and claim your turf! Get ready for Monsterpocalypse. find the Game Intro that came in your starter set. a fast-moving. These figures come in pairs because in the game you use two different versions of your monster. If you end your game before one player’s monsters are all destroyed. the player who has destroyed the most monster forms is the winner. MONSTER RESERvES 2 . units. If the result is still a tie. action-packed strategy game for two played with high-quality collectible miniatures of the most fearsome monsters on Earth! Each battle takes place in a city you and your opponent construct by placing buildings on a city map. the normal version of the monster. It will take you through the basics of the game and get you playing with the included figures. monSTerS Naturally. Each figure comes on a base that shows its stats and abilities for quick reference. and some things will affect figures of any type. some things will affect only units. During the game. You use only one version at a time but can change from one to the other at different points in the game by swapping figures. Monsterpocalypse revolves around giant monsters. Collecting figures can be a fun and rewarding part of the Monsterpocalypse experience. Choose your forces from your collections of figures and then battle each other with giant monsters and supporting units such as tanks. add up the points of damage on both forms of each player’s monsters. Charge into the city to fight for supremacy. The form of the monster you are not currently using is kept on the play mat in your monster reserves. Feel free to trade figures with your friends. The figure type is important. The player with the least amount of damage to his monsters is the winner.Before reading this rulebook.
Enemies are all the figures in your opponent’s force. the abilities of some figures work only with other figures from the same faction or agenda. ElEMENTal ChaMpiONS (pROTECTORS) These towering demigods wield the power of earth. Monsterpocalypse Now introduces six new factions— one for each agenda. TRiTONS (iNvadERS) These tidal terrors seek to invade coastlines around the planet by raising water levels and sinking cities. SubTERRaN upRiSiNg (fiENdS) The underground brutes known as the Subterrans fight to enslave humanity and blot out the sun. SavagE SwaRM (dESTROyERS) Like a plague of locusts sweeping across the land. air. and they’ll stop at nothing to get it. fiENdS are pure evil. Sometimes they work for the good of humanity. faCTionS A faction is a specific group within an agenda. a fact that sometimes helps Earth’s cities and sometimes reduces them to rubble. ubERCORp iNTERNaTiONal (COllabORaTORS) The massive UberCorp International has its own interests at heart. Faction figures are all the figures in your force that belong to the same faction. and each faction belongs to an agenda. iNvadERS want what Earth has to offer. While you can mix figures from different factions or agendas in your force. Agenda figures are all the figures in your force that belong to the same agenda.agendaS & faCTionS Each figure in Monsterpocalypse belongs to a faction. through and through. They destroy because they enjoy inflicting pain and suffering. They try to defend a way of life even if it means demolishing a few buildings in the process. the giant insectoids of the Swarm leave nothing but dust in their wake. dESTROyERS are motivated by wanton destruction. this simian empire is poised to knock mankind back into the Stone Age. RadiCalS are only interested in an ideal. It’s nothing personal—just don’t get in their way. COllabORaTORS have their own objectives. Allies are all the figures in your force. fire. and civilization takes a back seat when it comes to advancing their goals. Figures from the same faction cooperate well and yield the best combinations and most efficient use of resources. agendaS pROTECTORS are the good guys. 3 . but other times humanity is just a stepping-stone. EMpiRE Of ThE apES (RadiCalS) With gargantuan apes from the remotest jungles of Africa. and water to defend humanity from monstrous threats.
but you can easily tell elite units by the difference in their coloring and the fact that their names are printed in red on their bases. but intelligent use of your units can quickly tip the odds in your favor. CybER khaN (alpha fORM) uNiT RESERvES Units come in two types: grunt and elite. which occupy 1 space at a time. Monsters are mounted on large bases. like mega. put them back into your unit reserves. Units might not seem that powerful compared to giant monsters. You will use many units during the game. Your monster can perform actions and abilities that other figures cannot and is therefore your greatest and most powerful asset. Units are mounted on small bases. which occupy 4 spaces at a time. though: once both your monster’s forms are defeated.Ultra is the most common type of hyper form. Be careful. Other hyper forms. and you are limited in how many you can include in your force. can be obtained through special promotions and events. uniTS Units represent the hordes of minions and support troops that accompany your monster in its fight for supremacy. Elite units are more powerful than grunt units. you are out of the game. the word “Ultra” appears in the monster’s name. The word “elite” doesn’t appear in their names. CybER khaN (hypER fORM) hOwiTzER apE (gRuNT uNiT) hOwiTzER apE (EliTE uNiT) 4 . When they are destroyed. They can continue to come back into play throughout the game.
Rubble tiles have two sides. Each one comes with an accompanying rubble tile that represents the building after it is destroyed. Example: Your Cyber Khan alpha form suffers 1 point of damage. which has its top slider set at 5. healTh TraCker You need a health tracker for each monster used in a game. Buildings are mounted on large bases. RadiaTiON ChEMiCal hEllfONT 5 . things that would give it additional health beyond that point do not have any effect. move the slider for that form 1 point to the left for each point of damage. which occupy 4 spaces at a time. hEalTh TRaCkER NEwSpapER OffiCE As your monster suffers damage. At the beginning of a battle. that monster form is destroyed and removed from the game. your monster is defeated.buildingS & rubble TileS Buildings are figures that provide obstacles and objectives for your monsters. If a monster’s health is restored during a battle. RubblE fiRE Once both forms of your monster have reached 0 health. One side shows a pile of rubble. and move the slider 1 point to the left. set both sliders to the health indicated on the base of each of your monster forms. move the slider for that form 1 point to the right for each point restored. to the 4. If the slider for a monster’s form reaches the skull icon (in the place of 0). A monster’s health can never exceed its health stat. The tracker monitors the health of your monster’s alpha form (with the top slider) and hyper form (with the bottom slider) during the game. the other shows a hazard that might come into play from the building’s destruction. You pick up your health tracker. like the fire hazard created by blazing inferno.
The strength of the earth, the celerity of the wind, the passion of the flame, and the persistence of the tides: these are the weapons of a true warrior. —Tenshi Seigikan scrolls
High in the Akaishi mountains of Japan dwells an ancient order of monks dedicated to the preservation of all that is good in the human race. Though their numbers are very few, these warrior monks possess powerful magic tied to earth, air, fire, water, and heaven. Even the lowliest monk of the Tenshi Seigikan order can coalesce powerful elemental warriors from the world of nature. Living stone, driving wind, searing flame, and raging torrents readily heed the call of the Tenshi Seigikan. The greatest monks of the order are not only casters of powerful spells but also the trusted guardians of ancient armor infused with the power of the elements. With great concentration and inner focus, the wearers of these holy relics can channel magical energy into temporary bursts of unparalleled power that elevate the monks from peaceful contemplatives to elemental gods who walk the earth. These warrior gods enforce the Tenshi Seigikan teachings with a strength borne on faith and an inner calm that grants them great insight and focus in battle. They seek not the harm of their enemies so much as the protection of the innocent.
Monsterpocalypse is played on play mats. The middle of each play mat is marked with a grid called the battle map where the action takes place. The battle map determines where you can place buildings, where your monster can start the game, where your units can enter play, and what type of terrain your figures might traverse during battle. The area around the battle map shows you where to store your dice and the figures in your force not currently in play. Each battle map is sectioned into square spaces that your figures occupy. Small-based figures occupy 1 space, and large-based figures occupy 4 spaces at a time.
Dice play a pivotal role in Monsterpocalypse. You use them both as a randomizer and as a form of currency. In other words, sometimes you roll dice and sometimes you spend them. You store your dice in several dice pools on your play mat, and whenever you use a die, you move it to another pool. What your figures can do in the game depends on how many dice you have in your various dice pools. The four places your dice are stored are your monster pool, unit pool, power pool, and dice well.
MONSTERpOCalypSE play MaT
The red player’s side is set up just like the blue player’s side.
MONSTER RESERvES (bluE playER)
uNiT RESERvES (bluE playER)
pOwER pOOl (bluE playER) MONSTER pOOl (bluE playER) baTTlE Map TiTlE
diCE wEll (bluE playER) uNiT pOOl (bluE playER) TERRaiN lEgENd
Each player must have a set of dice. How you choose to use your dice throughout the game determines whose monster is victorious and whose monster is lunch. The three types of dice are action dice, boost dice, and power dice.
During the game, you will move your action dice between your monster pool and your unit pool. When you spend dice from your unit pool, you move them to your monster pool. When you spend dice from your monster pool, you move them to your unit pool. Your action dice move back and forth between the two pools in this way throughout the game. You use the action dice in your monster pool when you activate your monster, and you use the action dice in your unit pool when you activate your units. Whichever action dice pool you use during your turn is the active pool. Certain game effects add to or subtract from the number of action dice you have in a particular dice pool. When such an effect takes place, simply move the appropriate number of dice from one pool to the other. For instance, if your monster is hit by an attack that causes it to lose 1 action die, move 1 action die from the monster pool to the unit pool. You begin the game with 10 action dice in your unit pool.
Winning at Monsterpocalypse boils down to effective use of the various types of dice available to you during a game. Instead of using pips or numbers, Monsterpocalypse dice use explosion symbols to indicate strikes and blank faces to indicate misses. A strike is indicated by one explosion on the die. A super strike, indicated by two explosions, counts as 2 strikes. Blank sides indicate misses. When rolling the dice, simply add up the number of explosion symbols you see. For instance, the dice below add up to 3 strikes.
Boost dice comprise 2 misses, 3 strikes, and 1 super strike. Boost dice are special dice rolled when a figure has a knack for a particular kind of attack and when certain abilities or special circumstances require them. Boost dice have better odds of success than action dice. Boost dice are not part of any dice pool and are not used up when you roll them. They are bonus dice you get for free. You store your boost dice in the dice well on the play mat, and you put them back in the dice well after you roll them. If you ever need to roll more boost dice than you have on hand, simply reuse some of them. Make your roll as normal, note the number of strikes, and roll some or all of them again (noting the number of strikes each time) until you have made the number of boost dice rolls required. You cannot roll more boost dice than is required.
Monsterpocalypse uses color-coded dice with different chances of rolling a strike depending on the color. There are three types and colors of dice: white action dice, blue boost dice, and red power dice.
Action dice comprise 3 misses, 2 strikes, and 1 super strike. Action dice make up the basic resource that allows your figures to move, make attacks, and use actions. Every time you want to move or make an attack, you must use 1 or more action dice by spending them, rolling them, or both.
When you earn power dice. Any power dice accumulated beyond 10 are lost. 32) require you to use power dice. You can add power dice from your power pool to various rolls to greatly increase your chances of success. p. If you have not accumulated enough power dice. STaTS aNd iNfORMaTiON 9 . • When you power up. you might not be able to use your desired action. you gain +1 power die for every allied unit holding a power zone on the battle map (see Power Zones. p. where you can use them. p. Power dice make up additional resources gained through various means—mostly by causing destruction! You start the game with 0 power dice in your power pool. 19) after removing the figure(s) from the battle map. Destroyed. • When you power up.power diCe Power dice comprise 1 miss. the left side of the base has the following information. 12). You store unearned power dice in your dice well on the play mat. (See Figure Stats for how to determine a figure’s energy. p. If you attack a unit that has the Unstable ability and that ability crushes three other enemy units. p. 21. and Power Phase. 4 strikes. 21). shapes.) If you use any other attack or action that results in the destruction of a building. after removing the figure(s) from the battle map. p. When you turn the figure away from you. but you can earn them throughout the game. you gain +1 power die for each enemy monster form destroyed. Power dice are used up when you roll or spend them. Some actions available to monsters (such as power attacks. and 1 super strike. you’ll get 4 power dice! • Every time you destroy a building with a monster’s brawl attack. After you spend or roll a power die. figuRE NaME abiliTiES • Every time you make an attack or use an action that results in the destruction of an enemy monster’s alpha or hyper form. 25). you move them to your power pool. Speed (SPD)—This is how many spaces a figure can move on the map when it advances (see Moving on the Battle Map. you gain +1 power die for every building currently secured by your force (see Securing Buildings. and numbers on their bases. figure STaTS All the information you need to play with your figures is represented by a set of icons. return it to your dice well. you gain +1 power die for each enemy unit destroyed or crushed (see Crushed vs. you gain a number of power dice equal to the energy of the building at the conclusion of the attack after all the effects of eligible abilities have been applied. and you can never have more than 10 power dice in your power pool at any time. you gain only +1 power die for each building destroyed. • You can gain power dice through other abilities or game effects. You can earn power dice several different ways: • Every time you make an attack or use an action that results in the destruction of an enemy unit. Units cannot use power dice.
indicates long range. Blast—This is the maximum number of action dice you can roll when you make a blast attack. Monsters have the following additional stats: Power—This is the maximum number of action dice you can roll when you make a power attack. called the long-range bar. A figure must have a brawl stat printed on its base to make brawl attacks. defense. Radicals. depending on the figure’s energy type. blast. Faction—This symbol indicates the figure’s faction. collector number. Destroyers. You will also find information on the bottom of the base. When you want to change your monster into its hyper form. you must roll that many boost dice whenever you make that type of attack. Subterran Uprising. Fiends. Cost—Cost appears on units and indicates the number of action dice you must spend to bring the unit into play when you spawn units. Look for energy types to be referenced in the abilities of buildings and other figures.Defense (DEF)—This is the number of strikes your opponent must roll in a single attack to hit this figure. Elemental. Certain abilities and situations temporarily reduce a figure’s stats. Empire of the Apes. or power stat. The factions for Series 4. its speed. H Boost Dice—When a star with a number by it appears below a brawl. called the short-range bar. The bar beneath a figure’s blast stat indicates how many spaces from the target the attacking figure can be for a blast attack to be effective. Certain game effects have a greater impact on a figure. Mechanical. agenda. Occult. including the figure’s name. or no impact at all. On the opposite side of the base from the figure’s name you will find the following pieces of information: Hyper—The hyper stat appears on monster hyper forms. or Collaborators. Cosmic. brawl. Invaders. No matter how many effects a figure suffers from. Agenda—This symbol indicates the figure’s agenda: Protectors. The symbols on the right side of the base represent the figure’s abilities (explained in detail beginning on p. 10 . Short range allows the figure to make a blast attack against targets 2 to 3 spaces away. indicates short range. 5. and 6 are Elemental Champions. Building Symbol—Either of these symbols indicates the figure is a building. and Radioactive. —The half-filled black bar. The energy types are: Biotech. and power stats cannot be reduced to less than 1. A figure must have a power stat printed on its base to make power attacks. Health—This is how much damage a monster’s form can take before being destroyed. A figure must have a blast stat printed on its base to make a blast attack. Savage Swarm. Earlier series include additional factions. you have to spend a number of power dice equal to the hyper form’s hyper stat. and UberCorp International. Nature. Buildings have the following stat on the left side of their bases: Energy—This is the number of power dice you receive if your monster destroys this building with a brawl attack. Long range allows the figure to make a blast attack against targets 2 to 5 spaces away. blast. Brawl—This is the maximum number of action dice you can roll when you make a brawl attack. 28). Energy Type—This symbol indicates the figure’s physiology. —The fully filled black bar. Tritons.
Parts of a monster activation. The transformation from alpha to hyper isn’t necessarily permanent: you can revert the monster to its alpha form during the advancement phase or attack phase of a later monster activation as long as you do not interrupt any advance or attack. Then. Figures with one. when you can move any unused action dice to your monster pool. in order: •Spawn phase. Both types of activation break down into distinct phases that must occur in order. •Hyper phase. hyper form with its alpha form without spending any power dice. but usually the hyper form plays a little differently than the alpha. (If a monster has a hyper stat on its base. 11 . every turn for the rest of the game. alpha and hyper. To do this. when your monster can turn into its hyper form. when your units can advance. both you and your opponent take a unit activation on your turns. and rarity. Any damage it has stays on it. perhaps sharing many of the same stats or abilities. • Attack phase. when units from your reserves can enter the battle map. During the hyper phase of your monster activation. The more stars a figure has.) You cannot play with the alpha form of one monster and the hyper form of another.000 TONS CYBER KHAN ★★★ RaRiTy CUK01-A hyper form Every monster in Monsterpocalypse has two forms. in order: •Power phase. when your monster can advance. COllECTOR NuMbER/ SET SizE parTS of The Turn When you start a game. when your monster can attack. 24. As long as both forms are still in the game. you can switch back and forth between a monster’s two forms as many times as you like and can afford. two. If you do. • Push phase. the greater its rarity. or three stars can be obtained in boosters. simply replace its •Attack phase. Parts of a unit activation. when your monster can power up. you each choose to take either a monster activation or a unit activation. •Advancement phase. TM & © 2009 PRIVATEER PRESS. •Push phase. when your units (and some buildings) can attack. Often the two forms are similar. These phases are explained in depth beginning on p. you can spend power dice equal to the hyper form’s hyper stat to transform your alpha monster into its hyper form. •Advancement phase. INC. replace the alpha figure with the hyper figure and place the alpha in your monster reserves. You start the game with the alpha form of your chosen monster in play and any hyper form of that same monster in your monster reserves. The number of stars indicates how rare a figure is in comparison to the other figures in the same series. when you can move any unused action dice to your unit pool. 11/69 iCON Of ThE SET iN whiCh ThE figuRE appEaRS TYPE: MONSTER FACTION: UBERCORP INTERNATIONAL AGENDA: COLLABORATORS ENERGY TYPE: MECHANICAL HEIGHT: 60 METERS WEIGHT: 55. but figures with four or five stars might be available only through special events and promotions.faction. it is a hyper form.
even if it has advanced this turn. 1 for colliding with the first Newspaper Office. When you want to advance one of your figures this way. the second attack of the lightning attack ability won’t happen if the ability was triggered by an attack against a form that’s no longer on the battle map. further effects applied to one form do not carry over to the other form. even though they occupy more than 1 space at a time. SOME ExaMplES Of hOw a MONSTER CaN MOvE 4 SpaCES 12 .) When both the alpha and hyper forms of a monster have been destroyed.The alpha form and hyper form track damage individually. The damage done to Mantacon’s alpha form—4 points—is more than enough to destroy it. During both types of advance a figure can move up. reads “Advance this figure up to 3 spaces. Since damage and effects applied to the first form do not carry over to the second form. When Jason adds up damage for the attack. This can happen as part of the advancement phase or as part of an ability’s effect. Mantacon reels back 5 spaces and collides with two Newspaper Offices that have the Blazing Inferno reaction. down. playing The game moving on The baTTle map advanCe Most movement in Monsterpocalypse is done as advancing. for a total of 4 damage. or right. and 1 for ending up in the hazard. Similarly. Monsters count out their movement just like units. You can advance as many figures as you want during the appropriate advancement phase as long as you have the action dice to do so. that monster is out of the game. the extra damage done to Mantacon is not applied to his hyper form. (So. Mantacon has Health 5 and has already taken 3 damage. your monster pool for a monster and your unit pool for a unit) and then move the figure any number of spaces up to its speed. Mantacon ends his smash movement in the hazard left by the second Newspaper Office. Ultra Mantacon. Damage done to one form that exceeds its health does not apply to the other form after you swap the figures. for example. it can also move diagonally. Mantacon takes 1 point of damage for getting hit. you first spend 1 action die from the appropriate pool (that is. even if you are replacing the alpha form with the hyper form. left. Example: Rob is using King Kondo to smash Jason’s Mantacon. There is no cost to do this. Sprint. Jason replaces his alpha Mantacon with the hyper form. Rob rolls 5 power dice with his attack and hits. for example.” Each figure has a speed (SPD) stat that indicates how many spaces it can move on the map each time it advances in the advancement phase. Note that Mantacon did not suffer the damage for the Blazing Inferno left by the first Newspaper Office since reactions resolve after the power attack effects resolve. 1 for colliding with the second Newspaper Office. Each figure can advance this way only once a turn. replace the destroyed form with the form that still has health. Once in each advance. If one form of your monster is destroyed and its other form is not.
they rejected the ancient counsel of their elders and began to look beyond their sheltered existence to the world around them. —Victor Forsythe. however. They bear no ill will toward humanity but will stop at nothing to see all live in harmony with nature rather than in dominion over her. King Kondo saw the liberation of nature from humanity as a call his people could not deny.Forget that “save the planet” rhetoric. They would reduce the cities to rubble so nature could once again have her way. the simian sapiens slipped away unnoticed—for the time being. What they discovered was strange beyond expectation: with cars. unmapped regions of Africa’s deadly Congo jungles. Under his leadership. scorched hulks of tanks and planes from bygone wars they quickly reshaped into armor and weapons befitting their lineage. With the rise to power of their new king. the sprawling cities of humanity teemed with technology and activity. the apes scoured the jungles and deserts for tools to use against the cities of man. These proud warriors now demolish cities and protect rustic villages with equal fervor. Shocked and disgusted by the unrestrained plundering of nature’s refuge. planes. Those giant monkeys are nothing but a menace to civilization. EMPIRE OF THE APES 13 . CFO of UberCorp International A great race of gargantuan apes has long secluded themselves from the domain of man in the deepest. and skyscrapers.
they cannot end their movement in the same space as a unit. and buildings. allows it to do so (like flight ). movemenT reSTriCTionS A few restrictions apply regardless of what type of movement a figure makes. thrown. unless the moving figure has an ability that 14 .STep Monsters have an additional type of movement called stepping. Figures cannot move beyond the edge of the battle map. If it shows more than one type of terrain. including diagonally. any space that contains elements of rough terrain but not elements of impassible terrain is considered rough terrain. you can spend 1 action die for him to step 1 space in any direction. You then place all 3 of the dice you used into your unit pool. even if it also contains elements of open terrain such as roads. The monster must be able to legally occupy each space into which he moves. but it can’t finish its movement in a space occupied by another figure. the figure stops at the edge of the map. When you put figures in play or use abilities that place a figure in a new location. Likewise. In other words. you must place them on spaces they can legally occupy. Some are more difficult for units to cross than others. Your monster can step as many times as you have action dice to spend. Monsters can traverse and occupy any terrain without restriction or penalty. You can move a figure through spaces occupied by allied units or monsters. and he cannot step into a space occupied by any other figures. it counts as only the more difficult type for both movement and effects. or building. If at any time a figure is smashed. For example.” Terrain The spaces on the battle map represent various types of terrain your figures will traverse. the first part of the beat back ability reads “Move target monster 3 spaces in a straight line in a direction chosen by the attacker. or otherwise moved so that it would land beyond the edge of the map. even if it also contains elements of rough or open terrain such as sand or grass. It carries no inherent information on how far or in what direction the movement must be. Before and after your monster advances as part of the advancement phase. Though figures with Flight or Jump can move through other units. but his desired target is 8 spaces away. At no point during a figure’s movement can it move through the same space as a building or an enemy figure. monsters. A space can be of only one terrain type at a time. Furthermore. so look for that information in the surrounding text. any space containing impassible terrain elements is considered impassible terrain. Example: Your Cyber Khan has a speed of . you spend 2 more action dice from your monster pool to step him 2 more spaces and land adjacent to his target. but before he attacks. monster. After spending 1 action die from your monster pool to advance Cyber Khan 6 spaces. move The term move is a generic label for how a figure travels on the battle map. though each step is performed individually. be it enemy or ally. anytime you or your opponent moves a figure. the figure must end its movement in a space it can legally occupy.
concrete. A unit without flight cannot make brawl attacks against a figure with flight unless the unit has an ability that allows it to do so (like Jump ). Monsters do not gain cover. which allows it to treat rough terrain as open terrain. impaSSible Terrain Impassible terrain describes spaces that are too difficult for most units to travel. and grass. are impassible terrain. forest. p. Units cannot enter these spaces without an ability that specifically allows them to do so. flight and Jump are the most common examples of abilities that allow figures to move in ways that are quite different from normal movement. A figure with the flight ability treats all terrain as open terrain and can move through spaces occupied by the opponent’s figures. dirt. It is immune to hazards when moving through or occupying such a space but still suffers all effects due to colliding with hazards and other figures (see Collisions. and hazards. rough Terrain Rough terrain describes spaces that are difficult to travel. however. rocks. or a space that has both grass and sand (open and rough terrain together). a unit cannot gain more than +1 to their defense from cover at once. 32). sand. A unit gains cover when it occupies a forest space or is adjacent to a building or a friendly monster. movemenT abiliTieS Many abilities alter basic game rules or circumvent them entirely. The Howitzer Ape will have to go another way. Only one instance of cover can apply to a particular unit at a time.) Cover doesn’t accumulate on a figure. 15 . Examples of rough terrain elements are sand. cross a space that has water (impassible terrain). it can cross a space that has only grass (open terrain). rubble. such as hover or flight . flighT waTER Example: The Howitzer Ape has the All Terrain skill. which are blue on the map. (See p. Without being slowed down. Count these spaces once when advancing into them. no matter how many circumstances would grant it. 17 and p. It can apply only once. It cannot. so it adds only +1 to a figure’s defense against blast attacks! ROadS gRaSS diRT CONCRETE Spaces not containing rough terrain or impassible terrain are open terrain. Units count these spaces twice when advancing into them. even if that space also has grass. Examples of open terrain elements are roads. a space that has only sand (rough terrain).open Terrain Cover Cover is an effect gained by units that adds +1 to their defense against blast attacks. Cover does not add to defense against brawl or power attacks. Water spaces. 32 for more on brawl and power attacks. respectively. or any other terrain. The presence of water makes the entire space impassible terrain.
All figures can be adjacent or base-tobase. but not all adjacent figures are base-to-base. • The term adjacent means next to or immediately diagonal to a figure or space. Figures diagonal from each other are not base-to-base. A unit with Jump cannot end its movement on impassible terrain . 21) and does not gain cover unless it has an ability that allows it to do so (like ground Control for objective spaces or low flyer for cover). • A figure is base-to-base with another figure when both figures occupy spaces up against each other on the battle map. Figures that are base-to-base are also adjacent. Cliff hOppER (adJaCENT) hOwiTzER apE EaRTh avaTaR (NOT adJaCENT) jump A figure with Jump treats all terrain as open terrain and can move through spaces occupied by the opponent’s figures. Examples of each follow. waTER avaTaR (adJaCENT) SpaCES adJaCENT TO ThE MONSTER kiNg kONdO bOTh fiRE kaMi (baSE-TO-baSE aNd adJaCENT) EaRTh avaTaR (adJaCENT buT NOT baSE-TO-baSE) Cliff hOppER SpaCES baSE-TO-baSE wiTh a Cliff hOppER uNiT 16 . can also be aligned. SpaCES adJaCENT TO a hOwiTzER apE uNiT pOSh apaRTMENTS (adJaCENT) EaRTh avaTaR (NOT adJaCENT) waTER avaTaR (adJaCENT) adjaCenT. 32). which are both mounted on large bases.A figure with flight cannot hold objective spaces (see p. p. Only units are restricted from targeting figures with Flight. It is immune to hazards it moves through but still suffers all effects due to colliding with hazards and other figures (see Collisions. Monsters can attack flying figures with brawl and power attacks. Monsters and buildings. A unit with Jump can make brawl attacks against a figure with flight . baSe-To-baSe & aligned Understanding a figure’s relationship to other figures on the battle map is crucial to understanding how they can affect each other.
buT ThEy aRE baSE-TO-baSE aNd adJaCENT Two other types of dice might also come into play. If compare that total to the defense the total number of strikes on the dice roll is equal to or greater than the target’s defense. units. aNd adJaCENT CybER khaN aNd ThE NEwSpapER buildiNg aRE NOT aligNEd. The Airborne Ape has a brawl stat of . noted with a star H and a number under the stat for that attack type. You must roll at least 1 action die from your active pool. Example: An Airborne Ape makes a brawl attack against a Groundbreaker. The Groundbreaker’s defense is . the 2 dice used for the attack go into the monster pool. aquOSia (baSE-TO-baSE aNd adJaCENT) SpaCES baSE-TO-baSE wiTh ThE MONSTER CybER khaN NEwSpapER buildiNg CybER khaN aquOSia CybER khaN aNd aquOSia aRE aligNEd. Some figures receive boost dice for certain types of attacks according to their boost stats. the attack has hit the target. count up the strikes. Aligned figures are also base-to-base and adjacent. and some types of buildings can make: brawl attacks against adjacent figures and blast attacks against figures farther away. making aTTaCkS CybER khaN fiRE kaMi (baSE-TO-baSE aNd adJaCENT) Monsterpocalypse features two types of attacks monsters. and of your target. so the attack hits if the roll results in 2 or more strikes. The number next to the star corresponds to the number of boost dice you roll for free 17 . Roll the dice. To make an attack. baSE-TO-baSE. The first are boost dice. Being a unit.EaRTh avaTaR (adJaCENT buT NOT baSE-TO-baSE) CaRNiTRON (NOT baSETO-baSE) • A monster or building is aligned with another monster or building when the complete edge of one figure’s base touches the complete edge of the other figure’s base. first choose the type of attack and then choose a target. After the roll. the Airborne Ape pulls action dice from the unit pool. and you can choose to roll as many as indicated in the attacker’s appropriate attack stat. A figure’s brawl or blast symbol tells you what attacks it can make and how many action dice you can roll for the attack. which means you can roll up to 2 action dice for the attack.
you can count only one diagonal. 18 . p. 32.) An attacker can make a brawl attack targeting any adjacent building or enemy figure.when making that type of attack. They differ slightly from brawl and blast attacks in that you must roll at least 1 power die as well as at least 1 action die when you make a power attack. You can attack with any number of figures per turn as long as you have the action dice to roll. a monster’s brawl. Example: Your Aquosia has . Monsters are too big to hide behind anything. you must select an enemy figure as the target. TargeT figureS When you choose to have a figure make an attack. • Figures can attack only neutral or enemy buildings or enemy figures (those belonging to your opponent). Longrange attacks can target figures a minimum of 2 and a maximum of 5 spaces away. The second type of additional die is the power die. The various power attacks are explained in detail beginning on p. so you take 4 power dice from your power pool and add them to the roll. Remember. You decide that won’t be enough. so blast attacks cannot be blocked by other figures. and power stats limit only the number of action dice you can roll for an attack. Regardless of the type of attack or how many dice you roll. Example: Aquosia makes a brawl attack again. The figure can also receive boost dice from abilities or effects. all attacks must adhere to the following rules: • Attacks cause 1 point of damage every time they hit. When she makes a brawl attack. 2. and this time she really needs to hit. you still add 2 boost dice to the roll. or even 7 action dice. The attack stats restrict only the number of action dice you can roll. Only monsters can use power dice. • Each figure can participate in only one attack each turn. including installations (see Installations. blast. 45). p. Power attacks have effects that might result in additional damage. you roll 2 boost dice and up to 7 action dice from your monster pool. you can roll up to 7 action dice from your monster pool. Short-range attacks can target figures a minimum of 2 and a maximum of 3 spaces away. They do not have any bearing on the number of boost dice you must add or power dice you can add to the roll. Like before. you must roll them all. When counting the spaces to the target. You cannot choose to roll less than this number of boost dice. They cannot attack your allied figures. (Exceptions are described in Power Attacks with No Targets. You can add as many power dice as you have in your power pool. All attacks are made from your figure to the target. 3. An attacker can make a blast attack targeting any building or enemy figure within range and not in an adjacent space. but you must add 2 boost dice to the roll regardless of the number of action dice you roll. 36. Power attacks are special attacks that only monsters can make. not the number of boost dice you must roll. You earn power dice by accomplishing certain tasks in the game. Whether you roll 1. and even the smallest units can be detected by the sophisticated systems and instincts of their enemies. and you can add them to any monster roll in addition to action dice and boost dice.
figuRES iN ThE whiTE SpaCES CaNNOT bE TaRgETEd by blaST aTTaCkS. remove it from the battle map and place it back in your reserves.) Super damage Some abilities or effects cause super damage. CruShed vS. If multiple abilities or effects that cause super damage occur on the same figure in a single attack. 11 for how damage affects a monster’s ability to change forms. which means the target takes 1 additional point of damage. When your unit is destroyed.2 3 4 5 5 4 3 2 1 1 2 3 4 5 MONSTER RaNgE uNiT RaNgE 5 4 1 2 3 1 5 4 3 2 1 NOTE ThE ShORT aNd lONg RaNgES fOR MONSTERS aNd uNiTS. deSTroyed Certain attacks and abilities crush units instead of destroying them. ThE daRk bluE aREa iS ShORT RaNgE. (See Hyper Form on p. since crushed units are removed from the battle map 19 . aNd bOTh ThE daRk aNd lighT bluE aREaS TOgEThER MakE up lONg RaNgE. the target takes only 1 additional point of damage. You might want to crush a figure rather than destroy it to avoid the abilities that activate only when a figure is destroyed—those abilities won’t take place if the figure is crushed instead. When a slider reaches the skull icon. Furthermore. damaging monSTerS & uniTS When a unit takes 1 damage. that form of the monster is destroyed and removed from the battle map. it is destroyed. move the corresponding slider on the monster’s health tracker 1 point toward the skull icon on the left for each damage point taken. Each time a monster takes damage.
When a hazard is eliminated. Once a figure has suffered the effects of a hazard. chemical. flip the tile over so the rubble side faces up. NEWSPAPER OFFICE B23-A MONSTER NAME figuRE NaME dEfENSE ENERgy abiliTiES buildiNg SyMbOl ExaMplE Of a buildiNg’S baSE 20 . or radiation hazard take 1 damage unless their energy type protects them. Because there are several types of hazards. p. A major part of the fun lies in how your figures interact with the battle map and the buildings on it. As a rule. Furthermore. it is important that you replace a destroyed building with the same type of rubble tile that came with it so that if it gets flipped later the appropriate hazard will show. Each building comes with a rubble tile. When this happens. Chemical & Radiation Hazards: Figures moving onto a fire. remove it from the battle map and replace it with the building’s rubble tile. One side indicates normal. Some buildings have an ability that creates a hazard when they are destroyed. it does not suffer those effects again unless it moves off the hazard and returns. When you reference an ability. inTeraCTing wiTh The baTTle map Monsterpocalypse is played on a play mat with a battle map in the middle where your monsters fight. (See Installations on p. monsters of the Mechanical energy type who are at full health are immune to damage from chemical hazards. like blazing inferno and its fire hazard. Any figure that moves onto a hazard tile suffers the effects of that hazard. • Hellfont Hazard: Once each unit activation. the active player can use 1 unoccupied space of a hellfont hazard to spawn an Occult unit. remove it from the battle map immediately and place it back in your reserves. 28. p. buildingS Buildings are figures mounted on large bases that provide obstacles and strategic goals for you and your opponent. you must place a chemical hazard tile (rubble-side up) for a building with the Chemical Spill ability. Note that rubble tiles have two sides. When a building takes 1 damage. 29). buildings do not move around the battle map during the game and are not part of your force. buildings can provide beneficial abilities to your force.immediately rather than at the end of the phase. it is destroyed. non-dangerous rubble. They also supply much-needed power for monsters and often present dangerous hazards on the battle map after you destroy them. and the other side indicates a type of hazard. 45 for the exceptions. When a building is destroyed. The types of hazards are: • Fire. For instance. and The Timing of Effects in an Attack. When a unit is crushed. make sure you know whether its effect crushes or destroys a unit.) They are denoted with the building symbol: . they might not get a chance to use their abilities during an attack’s resolution (see Abilities. place the rubble tile with the hazard side faceup. For instance. Some figures possess abilities that can eliminate hazards. deSTroying buildingS & CreaTing hazardS You can attack buildings just like you would attack units or monsters.
During setup. green foundations must be filled before yellow foundations are filled. and some have yellow borders. you gain just +1 power die. it has the ability shown in the center of the space. and spawn points. each time you power up. Each time you power up. Border color determines the order in which you can place buildings on a foundation. Some maps have locations where the same three units can secure two buildings and hold a power zone! With clever selection and placement of your buildings and units. Some have green borders. Other objective spaces grant their benefits to units moving through them. you gain +1 power die for each power zone held by one of your units. These spaces grant benefits to one player and potentially hinder the other.Treat all rubble tiles as rough terrain regardless of whether the rubble side or the hazard side is faceup. negaTive zoneS If any of your units holds a negative zone. 25). your opponent loses 1 power die from his power pool for each negative zone held by one of your units. you are securing the building. Treat foundations without a building on them as open terrain. If you destroy the building any other way. A unit cannot secure a building while the unit is being moved. which it does simply by occupying them on the map. Monsters cannot hold or receive benefits from objective spaces. p. Though flyers cannot hold objective spaces. speed boosts. power zoneS If any of your units holds a power zone. SeCuring buildingS When three of your units are adjacent to a building with no enemy units or enemy monsters adjacent to it. Look for ways to position units to secure multiple buildings at once. they are great units to place on objective spaces to keep your opponent from holding them. power zones. You gain power dice equal to a building’s energy only when you destroy it with a monster’s brawl attack. teleporters. Objective spaces include ability zones. abiliTy zoneS If a unit holds an ability zone. you can gain +3 or more power dice from just three units each time you power up. negative zones. Some objective spaces grant their benefits only when a unit holds them. gREEN fOuNdaTiON yEllOw fOuNdaTiON 21 . foundaTionS Foundations are the spots on a map where you can place buildings during setup. each time you power up (see Power Phase. objeCTive SpaCeS Objective spaces lie scattered about the battle map. you receive 1 power die for each building you are securing.
Store your boost dice and any unused power dice in your dice well. You store your action dice in the monster pool and the unit pool on your side of the play mat. Example: Chris pays 1 action die to advance his Groundbreaker with speed . Neutral spawn points do not begin the game under any player’s control. He does not count either of the speed boost spaces when making his advance. regardless of how far apart the teleporters are. each player can try NEuTRal SpawN aCTivaTOR pOiNT to take control of neutral spawn points during the game by holding the adjacent activators. Note that combining the effect of counting a space twice (because of Mire .Speed booSTS When a unit moves through a speed boost. then you control the spawn point and can use it as your own. The reserves boxes hold the figures in your force not currently in play. 23). no units can spawn from that spawn point. Moving an advancing unit move from an unoccupied teleporter to an unoccupied space on or adjacent to another teleporter counts as just 1 space of movement. The reST of The play maT The play mat includes several areas to help you organize your play materials. Example: Rob pays 1 action die to advance his Howitzer Ape with speed . TeleporTerS A teleporter allows for additional movement. Instead. for example) with not counting a space will result in the space not being counted. The STaNdaRd SpawN pOiNTS standard spawn points of your color remain yours for the entire game (see Preparing the Battle Map. The power dice you gain go in your power pool. p. Standard spawn points are colorcoded to each player based on a roll-off during setup. He can place his Howitzer Ape in any unoccupied space on or adjacent to any teleporter and then continue his advancement. If no player holds the activator. Rob can use a third square of movement to move from that teleporter to another teleporter. which include two types. Spawn poinTS Your units enter the game on spawn points. that space does not count against the total movement the unit’s speed allows. Counting 0 twice is still 0. hOwiTzER apE SOME diffERENT paThS ThE hOwiTzER apE CaN TakE uSiNg ThE TElEpORTERS 22 . If you have a figure holding an activator next to a neutral spawn point. He moves 2 squares onto a teleporter.
but you can choose whichever one you wish. If both players roll the same number of strikes. Building a force with figures from a single agenda or faction isn’t required. you can have five elite Spadefin Skimmers and five grunt Spadefin Skimmers in your force. Each monster is a unique character. Your units do not begin the game on the battle map. Different players can bring the same monster to a game. The player who rolls the least number of strikes chooses the play mat for the game. and then choose your units. You can include no more than 5 elite units overall. the more power you have available. and get their dice ready to roll! uniTS You can include up to 15 units in your force. each player can access all the figures in his force during the course of the game. pick out a play mat. Each player must also have a city of 2 to 12 buildings. ChooSing your forCe & CiTy Your force consists of the units and monsters you will use in the game. When assembling your force. Some monsters have more than one hyper form available. places his monsters first. players must choose their forces. Though you will have only monsters on the battle map when the game starts. you can have no more than 5 buildings with the same name. Choose any monster and corresponding hyper form. You can tell the elite units from the grunt units because the elites’ names are printed in red. Most games involve only one monster per player. remember that elite versions of units count as different units than the grunt versions. A standard game requires each player to have 1 monster (both the alpha form and a corresponding hyper form) and up to 15 units. you can use only the spawn points and monster starting zones of your color.SeTTing up a game Before the game can begin. The player who rolls the most strikes chooses the color zones on the battle map each player will use. The player who rolls the most strikes also places the first building. reroll. both players roll 5 action dice. but some games can include more (see MultiMonster Games. The units in your force can come from any agenda or faction. You can include only one hyper form for your monster in your force. they will enter play through the map’s spawn points during the game. but it will allow the figures’ abilities to combine more effectively. The more buildings you have in the game. Besides neutral spawn points you control. monSTerS Each player must bring at least one monster alpha form and a corresponding hyper form of that monster to the game. 23 . You can include no more than 5 grunt units with the same name. preparing The baTTle map Before setting up a battle. As with units. 45). p. so a player can bring only one of each monster to a game. For instance. and you can have as many different types of units in your force as you like. set up the city. and takes the first turn. so try to include as many buildings in your city as you can for more exciting games. buildingS Each player must play with a city that includes 2 to 12 buildings.
but be careful. so your first turn will always be a unit activation. Jason then places one of his buildings on a green foundation. If you do not have any action dice in your monster pool. and you must be able to spend at least 1 action die from the appropriate dice pool in order to perform an activation. and perform actions with their figures until only one player has a monster left in play. Next. put your units into your unit reserves and the hyper form of your monster into your monster reserves. Rob has no more buildings in his city. Each foundation space has an outline whose color indicates the order of building placement. That 1 die could allow you to return the pain! remaining SeTup Once you have placed all buildings. After you finish your monster activation or unit activation. They continue alternating until Jason places his fourth building on the last green foundation. Rob rolled the most strikes in the setup roll. starting with the player who won the setup roll. You must activate either your units or your monster on your turn. Players must continue to place buildings until they have placed all the buildings from their cities or until they have run out of empty foundations. and Jason brought seven. 24 . so he places his first building on a green foundation. order of play Monsterpocalypse is played in a series of turns where two players advance.plaCing buildingS on The baTTle map Players take turns placing the buildings on the foundation spaces in their cities. and all action dice you spend or roll move from there to the unit pool when you use them. make sure you have 10 action dice in your unit pool. until they have placed all their buildings. Rob brought four buildings for his city. When it is your turn. each player places the alpha form of his monster on any one of his monster starting zones. your turn ends. attack. If you do not have any action dice in your unit pool. Consider leaving a few dice behind in each pool. Finally. and your opponent takes a turn. one building at a time. During a monster activation. You must fill all green foundations before you can put a building on a yellow foundation. you cannot perform a monster activation. but they must be performed in the order presented here. Example: Jason and Rob are setting up on a battle map with eight green foundations and eight yellow foundations. you must choose one of the following: MONSTER aCTivaTiON OR uNiT aCTivaTiON There are no action dice in your monster pool when you start a game. They will remain there until they are brought into the game. you cannot perform a unit activation. plus 10 power dice and at least 4 boost dice in your dice well. It is tempting to exhaust your dice pools so you can do more each turn. monSTer aCTivaTion Choosing a monster activation makes your monster pool the active pool. so Jason places his remaining three buildings on whichever yellow foundations he likes. If one player runs out of buildings before the other. the player with remaining buildings places them all. Sometimes just having 1 action die in your monster pool is enough to make your opponent think twice about something like body slamming your monster into a block of buildings. you can choose any of the following options. Each player’s monster starting zones are marked by dashed outlines in that player’s color.
When you spawn a unit. Your monster can make only one attack each monster activation. To do this. and 3 gives an 87. put any action dice you rolled for the power up attempt into your unit pool. If you do this. Your monster does not have to advance to be able to step. roll 1. Don’t be afraid to spend just 1 or 2 action dice from your monster pool on power up rolls. Units spawned at the beginning of your turn can advance and attack that same turn. If you successfully power up. If the unit 3. blast attack. or 3 action dice from your monster pool. but they must be performed in the order presented here. take a unit from your unit reserves and place it on one of your spawn points.1. uniT aCTivaTion Choosing a unit activation makes your unit pool the active pool. add 1 power die to your power pool for each power zone your units hold and for every building your units are securing. you can spend 1 action die to step. During a unit activation. 25 . 2 gives a 75% chance. advanCemenT phaSe You can spend 1 action die to advance your monster and move it up to a number of spaces equal to its speed stat . power phaSe Once during your monster activation. 2. You might need it later in the game. you can attempt to power up to gain power dice. You can step as many times as you have action dice to spend. Spawn phaSe You can spend action dice to bring units into play from your unit reserves. Those action dice are important. You can choose not to power up (and not roll any dice) if you wish. If you do not roll any strikes. and all action dice you spend or roll move from there to the monster pool when you use them. 2. Regardless of whether you successfully powered up. replace the alpha form with the hyper form and put the alpha form in your reserves. To spawn a unit. hyper phaSe You can spend power dice equal to the hyper stat of your monster’s hyper form to change your monster into its hyper form. 1. nothing happens. aTTaCk phaSe You can spend action dice from the monster pool and power dice to make a brawl attack. you must spend action dice from your unit pool equal to the figure’s cost . you can move as many of them as you like to your unit pool. you can choose any of the following options. puSh phaSe If you have action dice remaining in your monster pool. both before and after your monster advances. but each turn you can spawn only one unit at each spawn point. 4. 5. You can spawn any number of units as long as you have action dice to spend. Rolling 1 die gives you a 50% chance of successfully powering up. or power attack with your monster. Your opponent loses 1 power die from his power pool for each negative zone you hold. You cannot roll power dice from your power pool when powering up. so spend them wisely! In addition. You successfully power up if you roll at least 1 strike.5% chance.
4. CongraTulaTionS! You now know all the basics for playing Monsterpocalypse. You can continue to make attacks with your units as long as you have action dice to spend and units that have not yet participated in an attack this unit activation. You cannot advance the same unit more than once during a unit activation. Play a few practice games using what you’ve read so far before continuing. as long as you have action dice to spend. you can move as many of them as you like to your monster pool. You must spend at least 1 action die for each participating unit. so the cost for Rob to spawn it doesn’t change from 1 action die. which both have a cost of . 3. You do not have to attack with the same units you advanced this turn. Then come back to the rulebook to learn how the abilities that make your figures special interact and how to take your monster’s fights to the next level. He then spends 1 action die to spawn his Airborne Ape on the other spawn point. You must spend 1 action die from the unit pool for each unit you advance. Each unit can participate in one individual or combined attack each unit activation (see Combined Unit Attacks. 26 . though. you’ve earned a rest. Your opponent might move your unit onto the hazard and destroy it! 2. The Airborne Ape is also from the Radical agenda. Be careful about leaving one of your units on your opponent’s spawn point if there is an adjacent hazard.is from an agenda that does not match a monster included in your force. 39). aTTaCk phaSe You can attack with any number of your units on the battle map. A unit must be in your reserves in order for you to spawn it. If any unit occupies one of your spawn points. Example: Rob has chosen King Kondo (from the Radical agenda) as his monster but has included units from other agendas in his force. Also. so it will cost an additional 1 action die to spawn. you can spend 1 action die to move it into an adjacent space it can legally occupy before you spawn any units. puSh phaSe If you have action dice remaining in your unit pool. The last bits are the most fun. one at a time. advanCemenT phaSe You can advance any number of your units currently on the battle map. p. Rob spends 1 action die to move the Groundbreaker to an empty adjacent space and 2 action dice to spawn the Mecha Squix on that spawn point. Jason’s Groundbreaker unit is on the spawn point where Rob wants to spawn his Mecha Squix. He wants to spawn an Airborne Ape and a Mecha Squix. Take a break and stretch your legs. The Mecha Squix is from the Collaborator agenda. but make sure you’re ready. you must spend 1 additional action die over the cost of the figure to spawn it. There are only a few more pieces left to learn before you can play Monsterpocalypse in all its smash-and-bash glory. but they’re also meaty and require all your faculties to absorb.
survivor of the first Subterran attack Of all the monsters mankind has seen since the dawn of the Monsterpocalypse. the militaries. none are more nefarious than the loathsome Subterrans. they send Subterran warriors to the surface along with enormous mole-like beasts that smash cities to bits and send citizens running heedlessly into the arms of Subterran slavers. To that end. and religions of Earth have no choice but to band together. The tyrants’ ultimate goal is to blot out the sun so they may live comfortably on Earth’s surface despite their highly photosensitive eyes. 27 .SUBTERRAN UPRISING It happened so suddenly. —Jason Martin. The building frame and scaffolding leaned precariously and then fell right into a hole in the earth. I realized it was much more than a construction accident when that behemoth of flesh and drills climbed out. causing the skies to darken gradually in their vicinity. Their perverse “human resource centers” are vast factory prisons whose sole product is a constant wave of inky darkness streaming into the atmosphere. In the face of such villainous foes. corporations. The tyrant caste of these misshapen beast-men inflicts slavery and pain upon those in their domain and now seeks to subjugate humankind as well.
which replaces an adjacent hazard with rubble. You can use only one action per turn. Advantages can come either from the attacking figure or from any figure allied to the attacking figure. unit. 28 . and power triggers. the effect of a particular ability can apply only once. during your advancement phase or attack phase. Rob takes 1 action die from his unit pool and places it in his monster pool to pay for the action. you can take 1 action die that did not roll any strikes from the dice in play and add it to your monster pool. the attacking player chooses the order to resolve the triggers. Example: The monster Aquosia has the Energy Cycle advantage. Ability types include actions. Rob has now used his action for this turn and cannot use any other actions this turn.” Whenever you roll one of Aquosia’s attacks. skills. you can use an action of one of your figures on the battle map by spending 1 action die from the active pool. Brawl triggers activate if you hit a figure with a brawl attack. Any advantage that creates a reroll must resolve after all other advantages. The description of the advantage will explain if it applies. which allows her to “return 1 A-Die [action die] that rolled a miss to the active pool. reactions. The shape of each symbol indicates the type of ability and when it comes into play. An action cannot interrupt a figure’s advancement or an attack. unit. This is because each type of trigger takes place only if you hit a target with that type of attack. TriggerS Note that triggers use the same shapes as the brawl. with a blast attack. and you can use only one of your units’ actions or the action of a building you control (a building you are securing or your installation) during a unit activation.The advanCed game abiliTieS The figures in Monsterpocalypse can do much more than just move around and attack each other. the figure with that trigger must still be on the battle map. the attacking player chooses the order in which they resolve. aCTionS Once a turn. and triggers. blast. and power stats. Completely resolve one trigger before choosing the next. For a trigger to resolve. with a power attack. Each ability can resolve only once an attack. He then flips the fire hazard tile over to the rubble side. Note that when the text of an ability refers to a “FAC” or “AGN” figure. That means that on each attack. advantages. or monster—even if that’s not good for you. You can use only one of your monster’s actions during a monster activation. blast triggers. Example: Rob wants to use his Spadefin Skimmer’s Extinguish action. If more than one trigger applies. on an adjacent fire hazard. They also have special abilities. or monster. SkillS A figure’s skills are always in effect while it is on the battle map. advanTageS Advantages take place after you determine if an attack roll has hit. noted with symbols on the right side of their bases. You must completely resolve the current attack before making any additional attacks created by triggers. Get to know your skills! You can gain many benefits through the strategic deployment of units with various skills. it means your figure. If multiple advantages apply. even if there is cause for it to activate again or it appears on another figure. A monster can take steps before or after you use an action.
Dave must take 1 action die from his monster pool and place it in his unit pool. which grants 1 power die if the figure is hit. You do not declare a target for the stomp and rampage power attacks when you make those attacks. The source of this damage is the trigger. The attacking player chooses the order. Figures are considered hit by effects that do them damage whether or not they were the initial target of the attack. Example: Krakenoctus has the Riled reaction. For a reaction to resolve. The player being attacked chooses their order. 4) Resolve the attacking figure’s triggers . An ability that gives a unit +1 Defense against blast attacks will not help protect that unit from a blast trigger that damages all units adjacent to the target. Completely resolve one reaction before choosing the next. 32). The attacking player chooses their order. The Timing of effeCTS in an aTTaCk Advantages . described on p. 29 . This includes installations.Some triggers cause damage to figures that were not the target of an attack. you can take 1 power die from your dice well and add it to your power pool after the attack is resolved. Reactions from buildings involved in the attack (such as buildings that are destroyed in the attack) will also resolve. but if you miss your attack roll. Reactions of buildings to those attacks will still resolve. the player being attacked chooses the order to resolve them. triggers . Many reactions occur when a figure is hit. not the original attack. the figure with that reaction must still be on the battle map. but it will help protect against a blast trigger allowing the attacker to make a blast attack on a new unit. in a particular order: 1) The attacking player rolls dice to determine if the attack hits.” When your Gakura hits Dave’s King Kondo with a blast attack. Whenever your Krakenoctus is attacked and the attack hits. reaCTionS Reactions take place after triggers are resolved. and reactions all take place during an attack. figures in your force do not get to use their reactions. p. 6) Apply damage and remove destroyed figures from the battle map. 2) Resolve advantages that apply. remove it from the battle map immediately. 3) Resolve power attack effects (see Power Attacks. Triggers occur even if the target is crushed. which says: “Target monster’s controller pushes 1 A-Die [action die] from his monster pool to his unit pool. however. Units that are crushed cannot use reactions. If a unit is crushed at any point during an attack. Reactions can come either from the figure being attacked or from any figure allied to the target. 5) Resolve reactions that apply. Check the text of the reaction ability to see if it applies. 45. reactions of units and monsters to those attacks will not resolve. If it’s your turn. If multiple reactions apply. Completely resolve the current attack before making any additional attacks created by triggers. Since there is no target designated. not all reactions will. your triggers can’t be used. Example: Gakura has the Energy Drain blast trigger.
all your allied units and monsters gain that ability. and Power Drain . Ares Mothership hits the Mollok Berserker with a brawl attack and begins resolving the attack. which grants him an additional brawl attack after all the steps of the current attack have been completed. ClOak bERSERk ENERgy dRaiN REd ClOak SyMbOl = TREaT aNy agENda figuRE adJaCENT TO ThiS figuRE aS if iT alSO had ClOak. which he will finish resolving after all the damage has been applied). gREEN ENERgy dRaiN SyMbOl = TREaT all ThE figuRES iN yOuR fORCE aS if ThEy alSO had ENERgy dRaiN. bluE bERSERk SyMbOl = TREaT EvERy agENda figuRE ON ThE Map aS if iT alSO had bERSERk. Since Jason’s Mollok Berserker is crushed and removed from the table. Drillcon-Vorionnik has the Riled reaction. you can use one action of one of your secured buildings by spending 1 action die from the unit pool. The Mollok Berserker has the Riled reaction. so Jason can now resolve his triggers. Jason rolls. • If one of your figures on the battle map has a blue icon. Once per turn during the advancement or attack phases of your unit activation. Jason chooses to resolve Energy Drain first. Next Jason resolves Power Drain . Rob adds 1 power die to his power pool as instructed by the text of the ability. which causes Rob to lose 1 power die. and some buildings have reactions that occur when the 30 . some buildings have actions. Ultra Gakura has no advantages or skills that apply to this attack. abiliTieS of buildingS Like monsters and units. Even when a unit is crushed by an attack. all adjacent agenda figures gain that ability. Ultra Gakura has three brawl triggers: Lightning Attack . So Rob now resolves Drillcon-Vorionnik’s Riled reaction. Jason then resolves Lightning Attack . hits Drillcon-Vorionnik with Ultra Gakura’s brawl attack and begins resolving the attack. The Ares Mothership crushes the Mollok Berserker with its Manufacture advantage and replaces it with an allied unit. Some buildings have skills they possess while in play. The building itself never has the ability. Because Drillcon-Vorionnik was hit. An action cannot interrupt the advancement of a figure and cannot interrupt an attack. its Riled reaction does not activate. • If one of your figures on the battle map has a red ability icon. buildings can also have abilities. allowing those figures to use the abilities as if they were their own. which causes Rob to lose 1 action die from his monster pool and place it in his unit pool. • If a building you secure has a green icon. and Ares Mothership has the Manufacture advantage. other reactions and triggers that apply to the attack still resolve. all agenda figures gain that ability. Example: Rob’s Ares Mothership is attacking Jason’s Mollok Berserker.Example: Jason declares a brawl attack with Ultra Gakura against Rob’s Drillcon-Vorionnik. Additionally. Jason is done resolving his triggers (except the Lightning Attack. Energy Drain . granTing abiliTieS Some figures can grant abilities to other figures in their force that are of the same agenda. building is hit or destroyed. The description of the skill or reaction explains if the effect applies.
Example: Ultra Aquosia hits mega Gakura with a brawl skill.applying abiliTieS The subject affected by an ability is bolded in the ability’s text. because Chemical Spill states. He therefore takes only 1 point of damage from the brawl attack. Each time two or more abilities with the same name affect a particular subject. That subject might be—but is not limited to—a figure.” diCe in play When you roll the dice. so the monster does not suffer the extra damage from Spire. the same is true for abilities affecting a particular attack or power up. “Mechanical monsters at full health do not suffer this damage. immuniTy Some figures are immune to certain types of attacks or effects. Sometimes a monster’s energy type grants him immunity from certain game effects. it cannot be harmed or affected by a specific type of attack or effect. it does not take the additional 1 damage from super damage. Spire adds additional damage to the collision. who has the Mechanical energy type. Those immunities are explained in the text of those effects. which makes him immune to super damage. Jason gains +2 power dice from the two UCI MRVs with Amplify. decide how many dice you will be rolling and then roll them all at once. the attack is still the source of the damage. if a figure is immune to super damage. The second Power Producer does not resolve. apply the ability only once. A successful brawl attack like this would normally do 2 points of damage (1 for the brawl attack and 1 for the super damage). only one of each can apply. that ability is the source of the damage. the more power dice he will gain. “If you power up.” Even though Jason has two copies of each ability that could affect his power up. Power Producer says. Example: A monster with the Armored ability collides with a Hotel. an attack. Amplify capitalizes on multiples. Whenever you 31 . the Steel Back Roach does not receive the additional defense from its Force Field. Later in the game. Ultra Aquosia has the Annihilate causes her attacks to do super damage. but Armored means that the monster does not suffer damage from collisions with buildings. and he has two UCI MRVs with Amplify holding power zones. which attack. while only one of those Amplify effects will resolve during the power up. which causes most figures 1 damage when they move onto it. For instance. counting up every allied unit in play that has the ability. the more units with Amplify a player has holding power zones. “If you are securing 1 or more buildings with Power Producer when you power up. On the other hand. Cyber Khan. Thus. Because the damage is coming from the Explosion and not the blast attack. In this case. When a figure possesses an immunity.” Amplify says. which has Spire . He has secured two buildings that have the Power Producer skill. or a power up. apply the ability only once. gain +1 P-Die for each allied unit with Amplify holding a power zone. Jason will gain +1 power die from the first Power Producer. Example: Jason is powering up. gain +1 P-Die [power die]. Example: The Chemical Spill reaction replaces a destroyed building with a chemical hazard. So whenever two or more abilities of the same name affect a particular figure. advances onto a chemical hazard while at full health. but mega Gakura has the Resilience ability. When an ability adds additional damage to an attack. He doesn’t take the damage. a Steel Back Roach with Force Field (+1 Defense on blast attacks) is hit with damage from Incinerus’ Explosion ability on his blast attack. When an ability delivers damage directly.
both monsters take 1 point of damage. you must reroll all the dice in play. the 2 power dice in Rob’s dice in play would have been returned to his dice well. and the 2 he spent are not returned to his dice well because he has to maintain his dice in play for the additional attack. you cannot reroll a particular roll more than once. ColliSionS A collision occurs when a monster is forced to move through or occupy a space occupied by another monster or a unit. each power attack produces effects that could result in the relocation of the target monster. and some triggers can cause monsters to collide.e. “If target unit is destroyed. through the use of an ability). such as beat back . Example: The trigger Lightning Attack allows you to make a second attack with dice in play. • When a monster collides with a hazard. A monster that occupies a space when a hazard comes into play there suffers the effects of that hazard. hazard. you must declare that target before you make your power attack roll. you then roll the remaining 4 dice in play when you make the second attack created by Lightning Attack. • When a hazard enters play (i. roll 5 action dice. You make a blast attack. use the dice in play to make the same type of attack against 1 enemy unit adjacent to it. they are considered dice in play. Many power attacks create collisions. This triggers the Chain Reaction ability. or building. Some abilities add or remove dice from the dice in play or ask you to reroll them. Some game effects allow you a second chance at rolling the dice. and get a hit with 4 strikes and 1 miss. Example: Rob has his eye on two enemy units positioned next to each other. you cannot gain them. Had there been no enemy unit in the right position for Chain Reaction to continue attacking. He spends 2 of the 10 dice in his power pool to attack and destroy one with his Incinerus. You first put the miss back into your dice pool when advantages resolve. • When a monster collides with a building. the unit is crushed. you must roll at least 1 power die and 1 action die when making a power attack. called a reroll.pick up dice to roll. • When a monster collides with another monster. which in part reads. and 1 of those would have been placed in his power pool. 32 . • When a monster collides with a unit. and you must accept the result of the second roll regardless of the outcome. Each power attack does 1 point of damage when it hits. with none left in your dice well. The advantage Energy Cycle allows you to put 1 action die that rolled a miss back into your pool when you roll 2 or more action dice in an attack.. all the figures on the spaces the hazard occupies collide with that hazard. Being immune to super damage does not mean you are immune to the extra damage from collisions! power aTTaCkS Only monsters can perform power attacks. If an ability keeps the dice in play for another attack and there are no power dice in your dice well when you would normally gain them for the attack. Note the difference between super damage and collision damage. In addition.” There are no power dice in Rob’s dice well to gain. Your figure benefits from both abilities. If the particular power attack requires a target. Your dice remain in play until all abilities that affect them have resolved and you have put them into one of your pools. the building is destroyed and the monster takes 1 point of damage. the monster suffers the effects of that hazard. Place the monster that was moving in the last spaces it could occupy before colliding with the other monster. There might be an occasion when all your power dice are in your dice in play and your power pool. You get one shot at this. Remember. To take a reroll.
To make a head-butt power attack. head-buTT NEwSpapER OffiCE kiNg kONdO Your monster bashes its head (or head-like equivalent) into the head of another monster. unit. A Newspaper Office and an Airborne Ape occupy those spaces. To make a body slam power attack. If the target monster is in its hyper form when it is hit and its alpha form has not been destroyed. 1 damage from the collision with the building. You gain +1 power die for crushing the Airborne Ape and +1 power die for destroying the Newspaper Building. King Kondo takes 1 damage from the original hit. the attacking monster must be aligned with the target monster. the building is destroyed and the Ape is crushed. 11). The target monster collides with each building. You cannot perform a body slam if you cannot move the target monster to a legal location.power aTTaCkS TargeTing monSTerS body Slam Your monster picks up another monster and slams it to the ground. King Kondo is moved into the spaces aligned to the right of Cyber Khan’s base. the attacking monster must be aligned with the target monster. When a body slam attack hits. when King Kondo is slammed onto them. You can body slam a monster only into unoccupied spaces or spaces occupied by buildings and/or units. 33 . you must first apply damage to the hyper form and then replace it with the alpha form (see Hyper Form. place the target monster in a new location also aligned with the attacking monster. and hazard in the spaces where it is placed. and 1 damage from the hazard. afTER ThE bOdy SlaM CybER khaN CRuShEd aiRbORNE apE fiRE hazaRd bEfORE ThE bOdy SlaM CybER khaN aiRbORNE apE Example: Your Cyber Khan body slams King Kondo. p. The Newspaper Office is replaced with a fire hazard due to its Blazing Inferno ability.
and hazard in the spaces where it is placed. aiRbORNE apES CybER khaN kiNg kONdO NEwSpapER OffiCE afTER ThE SMaSh aTTaCk kiNg kONdO CRuShEd aiRbORNE apES NEwSpapER OffiCE 34 . the target monster moves through and collides with buildings. King Kondo’s power stat is 6. and Cyber Khan takes 1 damage. He decides to add 5 power dice for a total of 12 dice. Ed has him make a smash attack. When a smash attack hits. colliding with two Airborne Apes. and hazards in its path. the attacking monster must move or be moved into alignment with the target monster before attacking. the attacking monster must be aligned with the target monster. he must also use at least 1 power die. so the attack hits King Kondo’s defense . with 2 boost dice: . 1 space for each power die used in the attack. Ed decides to roll 5 action dice and adds in the 2 boost dice. Ed gains +2 power dice. the attacking monster must be aligned with the target monster. You roll 8 strikes. A monster cannot make a smash attack against a target that was adjacent to it at the beginning of the turn. During this movement. The target monster collides with each building. Because a smash is a power attack. The target monster stops moving when it collides with another monster. add the 2 boost dice. Throw Your monster hoists another monster off the ground and throws it through the air.SmaSh Your monster uses a running start to send another monster flying. To make a smash power attack. To make a throw power attack. Example: You want to throw King Kondo with your Cyber Khan. He rolls 9 strikes. You can throw a monster only into unoccupied spaces or spaces occupied by buildings and/or units. far better than Cyber Khan’s defense . for a total of 13 dice. which has power . The new location must be completely in a straight line any direction but toward the attacking monster and cannot be farther away than the number of power dice rolled for the attack. so the smash attack hits. place the target monster in a new location. the target is moved in a straight line directly away from the attacker. bEfORE ThE SMaSh aTTaCk Example: After advancing King Kondo to align with Cyber Khan. units. Because Ed rolled 5 power dice during the attack. Both Airborne Apes are crushed. and decide to add 5 power dice. 1 for each unit crushed when Cyber Khan collided with them. You cannot perform a throw if you cannot move the target monster to a legal location. You roll all 6 action dice. When a throw attack hits. unit. Cyber Khan is moved 5 spaces directly away from King Kondo.
the Newspaper Office bursts into flame and turns into a fire hazard. (King Kondo cannot be thrown on top of Aquosia. Because of its Blazing Inferno ability.You have several options for where to place King Kondo but decide the best spot is 5 spaces directly away from Cyber Khan: 1 for each power die rolled. and 1 damage from the fire hazard. bEfORE ThE ThROw aTTaCk aquOSia CybER khaN aiRbORNE apE kiNg kONdO NEwSpapER OffiCE aTTaCkER CybER khaN iS ThROwiNg kiNg kONdO. TaRgET ThE highlighTEd aREa iS whERE ThE ThROwN MONSTER May bE plaCEd. 1 for the crushed Ape and 1 for the destroyed building. 1 damage from the collision with the building. afTER ThE ThROw aTTaCk 35 . so that’s not an option. You then gain +2 power dice. King Kondo takes 1 damage from the throw. hE ChOOSES TO ThROw kiNg kONdO paST aquOSia aNd ONTO ThE aiRbORNE apE aNd NEwSpapER OffiCE TO dO ThE MOST daMagE. the maximum distance he can throw King Kondo. aNd ThE REd SpaCES ShOw whERE kiNg kONdO CaN bE ThROwN.) King Kondo collides with the Airborne Ape and the Newspaper Office where he lands. The Airborne Ape is crushed.
Example: Your Cyber Khan attempts to ram a Newspaper Office with defense . If this attack hits. that monster’s reactions will not activate (see Reactions. and 2 power dice. Because a ram attack targets the building rather than any monster or units on the other side of it. make the attack roll once for the entire attack. A monster on the opposite side and in baseto-base contact with the building takes 1 point of damage. the building is destroyed. a unit hit is crushed. other side. To make a swat attack. To make a ram attack. King Kondo and an Airborne Ape are on the Be careful. so you have to decide if you want to make a rampage attack before you advance your monster. Rampage attacks do not have a target. a monster’s power triggers will trigger against the building but not against monsters or units affected by the Ram. the attacking monster must be aligned with the target building. King Kondo takes 1 damage and the Airborne Ape is crushed when debris from the building falls on them. compare the number of strikes you rolled for the rampage attack to the defense of that building or unit. and then begin moving your monster ahead in a straight line. and a monster hit takes 1 damage. After resolving the attack. 36 . Unless the attacked building is allied to the damaged monster. Before your monster enters a space occupied by a building or unit. first make an attack roll against an adjacent target unit. The attack hits with 4 strikes and destroys the Newspaper Office.power aTTaCkS TargeTing uniTS SwaT Your monster smacks a nearby unit to send it flying dangerously at others. A monster cannot rampage if it has advanced this turn. Apply and advantages all power attack triggers to the second attack roll. 2 boost dice. If the ram attack hits. You then gain +1 power die for destroying the Newspaper Office and +1 power die for crushing the Airborne Ape. If your units are on the other side of a falling building after a ram attack. p. they will be crushed as well! power aTTaCkS wiTh no TargeTS rampage Your monster charges straight ahead in an attempt to destroy every building and unit in its path. choose an enemy figure or a building within 5 spaces of the attacking monster and make a second attack against that figure using the dice in play. In addition. kiNg kONdO CybER khaN NEwSpapER OffiCE aiRbORNE apE power aTTaCkS TargeTing buildingS ram Your monster bashes its body into a building to hit enemies on the other side with flying wreckage. You roll 2 action dice. A building hit is destroyed. 29). that unit is crushed. If you do. Any units on the opposite side of the building and in base-to-base contact with it are crushed.
or tentacle) into the ground to damage everything nearby with the force of impact. for a total of 5 dice. the monster stops. • If another monster occupies a space the rampaging monster would move into. but it can be affected by hazards in the spaces where it stops. Compare the number of strikes to the defense of all buildings and units adjacent to the attacker. kiNg kONdO MuSiC pROduCER EaRTh avaTaR NEwSpapER OffiCE afTER ThE RaMpagE aTTaCk hOwiTzER apE RubblE kiNg kONdO NEwSpapER OffiCE 37 . it is still crushed because it occupied a space where King Kondo ended his movement. so a flying monster that ends its rampage on a hazard will not be affected. the building is destroyed and the monster continues moving. Whether the attack hits or misses. but it will succeed regardless of the roll. roll once for the attack and flip all existing hazard tiles under or adjacent to the attacking monster to their rubble side. and buildings hit are destroyed. STomp Your monster slams a foot (or tail. A rampage can crush all units in the rampaging monster’s path. Flying figures ignore hazards. If the attack misses a building. Any units occupying the spaces where the rampaging monster stops are crushed. He rolls 3 strikes and begins a rampage attack with King Kondo. even allies—so watch your step! Try stepping before you rampage to position your monster for a more destructive path! The rampaging monster must continue moving until it moves the number of spaces allowed by its speed or is forced to stop. Units hit (including flying units) are crushed. the rampaging monster stops. Ed gains +3 power dice: 1 each for crushing the two units and 1 for destroying the Music Producer. King Kondo must stop his movement just before entering the spaces occupied by the Newspaper Office. When your monster stomps. Stomp attacks do not have a target. You can stomp next to a hazard tile to flip it to its rubble side even if there are no adjacent buildings or units. He compares the number of strikes he rolled to the defense of each building and unit in King Kondo’s path. adds 2 boost dice he receives for power attacks. Even though the rampage attack did not hit the Earth Avatar. the unit is crushed. the monster continues moving. bEfORE ThE RaMpagE aTTaCk waTER avaTaR hOwiTzER apE Example: Ed takes 2 action dice from his monster pool. The rampaging monster is immune to hazards in its path. This stomp will still cost you 1 action die from your monster pool and 1 power die.• If the rampage attack hits a unit. • If the rampage attack hits a building. The 3 strikes hit the Music Producer and the Water Avatar but not the Newspaper Office or the Earth Avatar. and adds 1 power die.
Reasoning with the swarm is as effective as reasoning with other insects. this unstoppable swarm of insectoids is composed of all manner of mutated insects that appear intent on demolishing anything even slightly luminescent. —Alex Woo. SAVAGE SWARM . eat them. however. and few effective deterrents to the giant bugs have been discovered. oldfashioned firepower and grim determination. The insects appear to be endowed with super-powered reproductive capabilities and can replace the swarm’s losses within days. They do. Today’s children no longer want night-lights to keep nightmares at bay—they are far more afraid of what those shining beacons might attract. The Savage Swarm quickly and completely devastates everything in its path as it sweeps across the countryside. if not instantly. and all efforts to eradicate them have failed to even contain their numbers. leading paranormal entomology researcher Drawn to light like many of their less destructive relatives. much less reduce them. radioactive insects do not turn people into superheroes.Despite what you might have read in comic books. there’s always good. Of course.
Leadership affects the units and not the attack. its EliTE Cliff hOppER trigger is the only one Rob can use (Power Gorge ).Combined uniT aTTaCkS Most units have no chance of causing damage to monsters on their own. add up the brawl or blast stats of the units involved to determine the total number of action dice you can roll for the attack. all participating units must be adjacent to the target. Rob chooses the Cliff Hopper to lead the attack. designate one unit to lead the attack and declare which other units will combine with it. for a combined blast attack. but in a group they can pose a powerful threat. ulTRa iNCiNERuS Cliff hOppER 39 . Anti-Air: If this figure participates in an attack against a figure with Flight. You must spend at least 1 action die for each participating unit. Rob has no advantages EliTE RObO Squix to resolve. The elite Cliff Hopper is within 2 spaces of the other Cliff Hopper. example: Combined uniT aTTaCk Rob is making a combined attack with the following units. all participating units must have the target within their attack range. which has Flight . the target is damaged. Depending on the type of attack. since the Robo Squix and the elite Robo Squix are both participating in an attack against a figure with Flight. and the elite Robo Squix is within 2 spaces of the Robo Squix. this figure gains +1 brawl and blast B-Dice [boost dice]. the roll must include at least 3 action dice (because there are three units) and can include a maximum of 6 action dice (the total combined blast stats of all three Howitzer Apes). Rob is attacking Jason’s Ultra Incinerus . In order to create a more powerful attack with a greater chance of hitting and causing damage. so both instances of Leadership can apply. For example. Rob rolls all dice possible and rolls 10 strikes for a hit. Leadership: Grunt figures within 2 spaces and with the same name as this figure gain +1 brawl and blast B-Dice [boost dice]. When three Howitzer Apes combine for a blast attack. they both receive the benefits of their Anti-Air skill. A combined attack does only 1 point of damage and counts as only one attack no matter how many units participate. if the roll hits. a Howitzer Ape has a blast stat of . Cliff Hopper: Robo Squix: Elite Cliff Hopper: Elite Robo Squix: The text of these abilities is as follows. Units cannot combine brawl attacks with blast attacks. two or more units can combine attacks of the same type (brawl or blast ). Rob totals up his dice: 4 action dice and 8 boost dice. To make a combined unit attack. As with any other attack. and RObO Jason has no Squix reactions . For a combined brawl attack. Further. Power Gorge: You gain +1 P-Die [power die]. Since the Cliff Hopper led the attack.
If the hyper form of the monster has not been destroyed. For example. but in most other regards they are treated as small-based monsters. all the morphers for that monster are destroyed. but the combined attack gets the benefit three times. p. Each morpher suffers damage independently during an attack. Even though each figure participating in the attack can benefit from the same named ability only once. Remember. anti-air grants an extra boost die to a figure when it attacks a target that has flight . Morphers interact with terrain like units. 42). For instance. If the alpha slider reaches the skull icon. the alpha form of the monster suffers 4 damage (1 damage for each morpher hit × 4 morphers). but you can use the triggers of only the unit leading the attack. Each figure benefits from anti-air only once.Units participating in a combined attack roll all boost dice they have for that type of attack. track that damage as you would for a typical monster rather than destroying the morpher like a unit. Damage done to a form that exceeds its health is not applied to the other form of the same monster. Their metamorph hyper form works exactly like a typical hyper form. a unit can participate in only one attack each turn. You can play a monster in alpha form as four small components—or enter hyper form to combine them into a single giant monster! 40 . the alpha form would take 3 damage (1 for the smash. you can add 3 boost dice to the roll. If one of your morphers is smashed into a building with a hazard. and they fight as a team during the monster activation phase until they come together to create the metamorph hyper form. You can see that stat in the information section on any of the morphers’ bases. If you don’t spend an action die for a unit to participate in an attack. it cannot make an attack of its own that turn. Set your health tracker’s alpha slider to that number. 1 for the collision. Units making combined attacks can benefit from all their own abilities and from abilities granted by other figures. if all four of your morphers are hit with the effects of an ability such as Radial Attack or Explosion . it enters play the same way a standard monster would (see Hyper Form. If three figures with anti-air combine to attack a flying target. Move the slider 1 point toward the skull icon at 0 for every point of damage any of the morphers takes. Taking damage A metamorph’s alpha form is represented by four smallbased morphers who share a single health stat . the same ability could apply several times to the combined attack. you cannot include its boost dice. The four small morphers that represent a metamorph’s alpha form share the monster’s health. and whenever any of the four morphers takes damage. morpherS & meTamorphS Morphers and metamorphs together comprise an exciting figure type that follows in the footsteps of many great motion picture and animation characters. and 1 for the hazard) from that morpher. If a unit is part of a combined attack.
throws. it appears where the cost would be for a unit. SHIELD 4 power aTTaCkS Information: The faction. Attacker Body SlAm Attacker douBle heAd-Butt Attacker Target Attacker Target 41 . agenda. and monsters like a standard monster would. When a monster and a morpher collide. cradle throws. each of a metamorph’s four morphers has its own stats and abilities. Morphers can be targeted with power attacks and combined power attacks just like a monster. The combined power attacks that apply are slingshots. and double head-butts. throw Target Attacker CrAdle throw Target Attacker ColliSionS Morphers collide with units. each morpher suffers 1 damage. SmASh Super damage When a morpher is attacked by a figure dealing super damage. (LEGIONNAIRE) Abilities: The individual morpher’s abilities. Attacker Target Occupying unit is crushed. Here’s a look at how morphers can be placed when power attacked. and energy type. buildings. Below it in parentheses is the name of its hyper form (its metamorph). Health: The collective health stat for all four morphers. except the attacking monster must only be in base-to-base contact. and body slams.Name: The individual morpher’s name. but the monster does not take damage. PGK05-D AnAtomy of A morpher Other than health. not aligned. it suffers the extra 1 damage just like a standard monster would. The power attacks that apply are head-butts. Place whichever one moved in the last space(s) it could occupy before the collision. smashes. for a total of 2 damage to the alpha form. CruShing Morphers cannot be crushed. If both morphers are from the same metamorph (as indicated by the metamorph name listed under the morpher’s name on its base). hazards. that metamorph’s alpha form takes 2 damage. defense. each suffers 1 point of damage. When one morpher collides with another. Stats: Speed. brawl and blast stats. the morpher takes 1 damage. with the same effects. If a monster collides with two morphers at the same time.
hyper form The morphers’ hyper form is called a metamorph. When a metamorph enters play on a hazard. If that is not possible.• Morphers are not crushed by stomps. and you can place some adjacent to spawn points and others in monster starting zones (if the map allows). you can place it along an edge of the battle map with its base completely on the map. Buildings destroyed in this way resolve their reactions. 42 . puTTing morpherS inTo play Put your morphers into play at the time you would normally choose your monster’s starting zone. because morphers cannot be crushed by the swat’s first attack. • If a morpher is in the line of a rampaging monster. touching the border. Otherwise. Because morphers interact with terrain like units do rather than like monsters. They do not all need to be adjacent to the same spawn point. if ThERE wERE NO lEgal SpaCES fOR iT iN ThE bluE aREa. or rams. it does not suffer the effects of that hazard. aS highlighTEd iN REd. just as it would with another monster. ThE bluE highlighTiNg ShOwS whERE lEgiONNaiRE CaN bE puT whEN iT REplaCES iTS fOuR MORphERS (iN ORaNgE). iT COuld bE plaCEd alONg ThE Map’S EdgE. You can do this as many times as you need to make room for your morphers. rampages. there are two ways you can put a metamorph into play. you can destroy one building adjacent to a spawn point you control to place it. that monster stops before moving over the morpher. Crush all units and destroy all buildings in spaces where the metamorph will be placed. you can spend power dice equal to its hyper stat to remove the morphers and put the hyper form into play. When putting your morphers into play. When your morphers enter their hyper form. for example) on or adjacent to any of your spawn points. If there are no legal spaces where you can place a morpher. place the morphers from your reserves in any unoccupied spaces they could legally occupy (not on impassible terrain. • A monster can make a swat against a morpher only if the morpher is the second target. remove all of them from the battle map and put the hyper form of the monster into play. The metamorph enters play in at least 1 space that was occupied by at least one of the morphers. but no one gains power dice from buildings destroyed or units crushed to make way for the metamorph. You do not gain power dice for destroying buildings to make room for your morphers. not all maps will allow you to put them into play in monster starting zones. As with a normal monster. when the alpha form’s health reaches 0 and your hyper form has not been destroyed. You cannot place it on any spaces occupied by another monster or a morpher. remove all the morphers and put your hyper form into play. During your hyper phase. The morpher is immune to any hazards on that space.
and even pilots disappeared in the region of the Atlantic known as the Bermuda Triangle. predicted the coming Monsterpocalypse and the role the Tritons would play. aquatic race that historically have gone to great lengths to erase any evidence of their existence. anyone unfortunate enough to glimpse the Tritons soon came to rest in a deep and watery grave.TRITONS When the six-tailed star falls from heaven the beasts of the depths will heed Triton’s call and the seas shall consume the coast. These oceanic aggressors have begun a most unorthodox invasion of coastal communities by sinking defeated communities into the depths. explorers. Until recently. 43 . an ancient script on the wall of a sunken temple. great monsters of the deep spearhead these raids in response to the call of the ancient prophecy. —The Zoa Prophecy Long have sailors. as humans call them. in the days of the Monsterpocalypse. In addition to advanced naval craft. The Tritons. thrill-seekers. The Zoa Prophecy. Only now. are a reclusive. adding new territories to their aqueous domain. has mankind discovered why.
Stepping ignores movement restrictions. abiliTieS Morphers use and are targeted by abilities as though they were monsters. When occupying a spawn point. 44 . such as those from rough terrain. brawling buildingS for power diCe Like a monster. Each morpher advances and attacks independently during a monster activation. You can do this as many times as you need to make room for your morphers. they also interact with rough and impassible terrain like units. morphers can stage combined brawl and blast attacks with other morphers. but they can gain cover. you will have to move 1 action die from your monster pool to your unit pool. When making a combined attack with other morphers. If any of the morphers cannot occupy the spaces where they are placed. Morphers cannot make combined power attacks. or a morpher could be moved onto impassible terrain as a result of an opponent’s attack. immediately remove that morpher from the battle map and put it into play following the same rules as when a metamorph reverts to its alpha form. A morpher cannot step into a space that it cannot legally occupy. morphers can be moved off it just like a unit. Occasionally. When moving. They can also secure buildings.reverTing To alpha form If your metamorph reverts to its alpha form. Morphers can hold and use objectives like units. Like units. You do not gain power dice for crushing units or destroying buildings to make room for your morphers. STep Morphers can step like a monster. it can use up to 2 power dice. Each morpher can participate in only one attack each turn. For example.” If your morpher is hit by an attack from a figure that triggers Energy Drain. it gains power dice equal to the building’s energy stat . when a morpher destroys a building with a brawl attack. Combined blaST & brawl aTTaCkS Like units. objeCTiveS & Cover Morphers interact with the battle map like units. put its four morphers in the 4 spaces their hyper form occupied. morphers do not grant cover to other morphers or units. Example: Energy Drain reads. The morpher is immune to any hazards on that space. Terrain. If a morpher is placed in a location it cannot legally occupy. buildingS. power diCe When a morpher makes an attack. “Target monster’s controller pushes 1 A-Die [action die] from his monster pool to his unit pool. in any formation you choose. attack. and perform actions for a morpher. put them back in play following the same rules as when you placed them at the beginning of the game. a morpher ends up in a space on the battle map it cannot legally occupy. each morpher can spend up to 2 power dice. just like with a monster. If there are no spaces where you can legally place a morpher. monSTer pool & aCTivaTionS Use your monster pool to advance. you can crush one unit or destroy one building in a space on or adjacent to a spawn point you hold to place it. a morpher without Flight could be moved to a water space.
you do not collect any power dice for that destruction. “All monsters and units Example: Explosion adjacent to target unit with a DEF [defense] equal to or less than the number of strikes rolled take 1 damage. that attack will deal super damage just like a normal monster’s attack would. reads. it can make attacks or participate in a combined attack during the unit activation. your units cannot move through an installation unless they have an ability that mulTi-monSTer gameS addiTional ruleS You can play Monsterpocalypse with multiple monsters per player for some giant-scale beat-downs. with the addition of the following minor rules.” If a morpher with Weapon Master hits with an attack that triggers the ability. Enemy figures that destroy an installation with an action or attack will gain power dice just as they would for a normal building. so guard them well! aTTaCking If an installation has a blast or brawl stat. You can have up to five of each installation in your city. All the rules for normal play still apply. the ability activates as normal and the morpher will suffer its effects. you can use its actions (anytime you can use a unit’s actions) and attack with it without having to secure it. as long as enemy units are not securing it. whether that force is an allied force or an enemy force. Morphers do not use abilities as units and cannot be targeted by abilities as if they were units. “This unit gains +1 DEF [defense] against blast attacks. As with a normal building. Skills that provide benefits while the installation is being secured will provide them to any force securing the installation. Remember: your installations support your forces and safeguard your faction’s secrets. regardless of who owns them. . installations provide power dice to the securing player when he powers up. played the same way as standard buildings—with a few exceptions. allows them to do so. In the same way. Installations cannot make combined attacks without a unit. These special buildings are faction figures. SeCure & ConTrol You control each of your installations throughout the game. As long as enemy units are not securing it. However. or Jump . Climb .” If a morpher is targeted by a figure with the Explosion ability. 45 . the ability will not activate because it resolves only when targeting a unit. “This monster’s attack does super damage.” A morpher that grants Force Field to adjacent figures cannot take advantage of the +1 Defense itself because the ability affects only units. if a morpher is adjacent to a unit hit by a figure with Explosion. Other allied figures cannot target it with an attack. faCTional & agenda alignmenT An installation is an allied figure. Installations do not prevent an adjacent building from being secured by your opponent. such as Burrow Flight . Example: Force Field reads. inSTallaTionS Installations are the secret bases and armored headquarters of the various Monsterpocalypse factions. but each must be from a faction represented by a monster in your force. If you destroy one of your own installations (as in a collision due to a power attack).Example: Weapon Master reads.
You cannot include monsters from agendas not adjacent on the agenda wheel in the same force. Both attacking monsters must be positioned as shown under the description of each combined power attack. the game ends when only one player has at least one monster on the map. When you put your monsters on the battle map at the beginning of the game. you can use monsters only from the same agenda or from agendas adjacent on the agenda wheel. but each monster can participate in only one attack each turn.• Though your force can contain any units you choose. proTeCTorS CollaboraTorS radiCalS invaderS fiendS deSTroyerS 46 . you can advance and attack with each of your monsters. (Additional health trackers are available in Monsterpocalypse accessory packs. • When activating monsters during your turn. however. • You can make combined power attacks with your monsters. place all your monsters in your monster starting zones. you can use two allied monsters to make combined power attacks. • You need a separate health tracker for each monster you use in the game. You must spend at least 2 action die and 2 power die for the combined power attack. Choose which monster will lead the combined power attack. • Like when playing with one monster. The agenda wheel The agenda wheel shows the relationships between the agendas. Units from any faction will work with any monster. Combined power aTTaCkS When playing a game with multiple monsters. The attack can include as many power dice as you choose and a maximum number of action dice equal to the combined power stats of the attacking monsters. no matter their relationship on the agenda wheel. Agendas next to each other on the wheel share enough of their goals that monsters from those agendas can work with each other.) • Each player must play with the same number of monsters. Include boost dice that both monsters can roll for power attacks.
the new location must be completely in a straight line any direction but toward the attacking monsters. The monster leading the attack makes a rampage power attack (see Rampage. Cradle Throw Your monsters work together to chuck another monster across the city. the new location cannot be farther from the monster’s current location than twice the number of power dice rolled for the attack. If the target monster is in its hyper form and its alpha form has not been destroyed. 36). A cradle throw is just like a throw except you can hurl the monster twice as far! double head-buTT Your monsters slam their heads into an enemy monster at the same time. If the attack roll hits. All combined power attacks cause super damage. p. the monster leading the attack cannot have advanced this turn and must be aligned with an allied monster. First. Monsters making combined power attacks benefit from all their own abilities and those granted from other figures but can use the triggers of only the monster leading the attack. p. new location as with a throw attack. For the smash. If the cradle throw attack hits. To perform a double head-butt. it can make a smash power attack against a target monster (see Smash. Two allied monsters must align on opposite sides of the target monster to perform a cradle throw attack. replace the hyper form with the alpha form. Both monsters must be eligible to make the attack. two adjacent allied monsters must align with the target monster. A monster cannot participate in a combined power attack during a turn in which it already made an attack. Second.) ThE highlighTEd aREa ShOwS whERE yOu CaN plaCE ThE ThROwN MONSTER whEN MakiNg a CRadlE ThROw. you can still roll only a maximum of 10 action dice. SlingShoT Your monster chucks another monster through buildings to land on an enemy. 34). with two exceptions. To perform a slingshot attack. If the monster leading the attack ends its rampage aligned with an enemy monster.You have only 10 action dice to roll. so even if your monsters’ power stats add up to more than 10. place the target monster in a 47 . (See Throw. p. the target monster loses a number of power dice equal to the power dice spent in the attack. roll the dice in play that you rolled for the rampage. 34.
This investment and drive has paid off in the form of much-needed protection for Earth’s citizens: robotic protection vehicles (RPVs) in the likeness of the Carnidon. Squix. These amazing robotic copies of the beasts and fiends rampaging through Earth’s cities can stand toe-to-toe with any aberration of nature. and others. —Wallace Weir. Towering above even the impressive RPVs. President of UberCorp International Once a consumer products company that merely dabbled in computers and robotics. controversy surrounds the mecha-monsters: is UCI deploying them to protect the populace. Still. UberCorp International invested heavily in those areas with the rise of the monster forces. the robots in UberCorp’s mechamonster program are undoubtedly its crowning achievement. carefully analyzing the monster attacks and paying handsomely for the slightest information on monster physiology and technology. Its researchers worked relentlessly. or is its only protecting its own revenue stream with grandiose publicity stunts disguised as public service? 48 .UBERCORP INTERNATIONAL UberCorp International brings the finest in personal protection robots to you and the ones you love.
The action dice pool you use to pay for your actions is considered the active pool. 8). Advantages take place after you determine if an attack roll has hit. Figures are divided into six categories called agendas. each with its own philosophy. advancement phase (unit) (p. Each of a figure’s abilities has a particular effect during the game. An ability zone is a type of objective space. You cannot advance the same unit more than once during a unit activation. A unit holding an ability zone has the ability shown in the center of the space.gloSSary ability (pp. A-Dice the basic resource that allows your figures to move. alpha form (p. Over time. adjacent (p. reactions. 28–32). and you can use an action of one of your units or buildings only during a unit activation. skills. You can tell an ability’s type by the shape of its symbol. 25). When this happens. You can move it any number of spaces up to that number. left. advancement phase (monster) (p. 3). When a figure or space is immediately next to or diagonal to another figure or space. aligned (p. agenda/AGN figure (p. or right while advancing. the two are adjacent. and once per advance it can move diagonally. all action dice you spend or roll move from it to the unit pool after you use them. you can spend 1 action die each from your unit pool to advance as many of your units as you choose and move each up to a number of spaces equal to Its speed . In this phase. Ability types include actions. Advantages can come from either the attacking figure or any of its allies. In this phase. Every time you want to move or make an attack. down. A figure can move up. 16). 3). If your monster pool is active. 12). A figure’s speed stat indicates how many spaces it can move on the map when it advances. Agenda figures are all the figures in your force that belong to the same agenda. advantages. you can spend 1 action die from your monster pool to advance your monster and move it up to a number of spaces equal to its speed . active pool (p. attack. Some abilities add to the rules. Action dice make up action dice. which are white. 17). different factions may appear within the same agenda. you can spend 1 action die to step. 11). advantage (p. agenda wheel (p. and vice versa. the ability occurs as written. 7). A monster is aligned with another monster or a building when the complete edge of the monster’s base touches the complete edge of the other figure’s base. before and after your monster advances. Your starter set comes with 10 action dice. The most common type of movement in Monsterpocalypse is advancing. The alpha form is the more basic of a monster’s two forms and the one you place on the battle map at the beginning of the game. Allies include all the figures in your force. In addition. allied (p. 46). and use actions. (p. rolling them. 28). or both. 49 . 28). 26). you must use 1 or more action dice by spending them. and some may appear to conflict with them. 3). action (p. The agenda wheel shows how the agendas relate to each other. and triggers. ally. 21). You can tell a monster is an alpha form if it does not have a hyper stat on its base. You can use an action of one of your monsters only during a monster activation. advancing (p. you can use an action of one of your figures on the battle map by spending 1 action die from your active pool. agenda (p. ability zone (p. Once per turn during the action phase or attack phase.
Each battle map offers a unique layout of terrain and has its own name. attack phase (unit) (p. or building. or power attack with your monster. (p. A blast attack is a type of power attack your monster can make. Destroying them often creates hazards on the battle map. brawl stat is a type of power attack your monster can make. A collision occurs when a monster is forced to move through or occupy a space occupied by another monster or a unit. B-Dice (p. hazard. The bar beneath a figure’s blast stat indicates its range. base-to-base. A fully filled black bar indicates long range. brawl trigger (p. combined power attack (p. A figure’s base is important for counting its movement as well as determining its location and relationship to other figures on the map. In a game with multiple monsters. Boost dice are special dice added to certain rolls to increase the chances of hitting. Brawl triggers take place if you hit a figure with a brawl attack. In this phase. 46). They are not part of any dice pool and are not used up when you roll them. A brawl attack brawl attack. which are blue. A figure must have a blast stat printed on its base to make a blast attack. B2B (p. or power stat. blast. This symbol shows the maximum number of action dice you can roll when you make a brawl attack. 32). you can spend action dice from your monster pool and power dice to make a brawl attack. 39). you must roll that many boost dice whenever you have it make that type of attack. Blast triggers take place if you blast trigger hit a figure with a blast attack. blast attack. Buildings are mounted on large bases (4 spaces). Figure bases are either small (covering 1 square) or large (covering 4 squares at a time). 7). The interior portion of the play mat where your figures move is called the battle map. 10). 28). boost dice (stat) (p. 25). In this phase. 20). 10). combined unit attack (p. A figure is base-to-base with another figure when the two occupy spaces next to each other. 50 . Short range allows the figure to make a blast attack against targets 2 to 3 spaces away. 28). 4–5). city (p. you can use two allied monsters to make combined power attacks. Long range allows the figure to make a blast attack against targets 2 to 5 spaces away. battle map (p. Buildings provide obstacles and objectives for you and your opponent and power for monsters. Installations are a type of building. Two or more units can combine attacks of the same type (brawl or blast) to create an attack that both is more powerful and has a greater chance of hitting and causing damage. collision (p. 26). boost dice. This symbol shows the maximum number of action dice you can roll when you make a blast attack. building (p. Figures that are diagonal from each other are not base-to-base. When a star with a number by it appears below a monster’s brawl. A figure must have a brawl stat printed on its base to make brawl attacks. 10). base (p. and aligned. 16). (p. The battle map in the starter set is called Block War. 23).attack phase (monster) (p. See adjacent. base-to-base. 8). Each player must bring a city of 2 to 12 buildings to place on the battle map. you can spend action dice from your unit pool to attack with any number of your units on the battle map. A half-filled black bar indicates short range. blast stat (p. blast attack. Your starter set comes with 4 boost dice.
Cover adds +1 to the unit’s defense against blast attacks. remove it from the battle map and place it back in your unit reserves. The three types of dice are action dice (white). you first decide how many dice you will be rolling and then roll them all at once. 31). allowing those figures to use the abilities as if they were their own. destroyed (pp. Some figures can grant abilities to other figures in their force within the same agenda. but all the green foundation spaces must be filled before any yellow foundation spaces can be used. 10). power dice (red). 19–20). Some abilities add or remove dice from the dice in play or ask you to reroll them. return it to the dice well. that form is destroyed. 51 . 5. When a unit is destroyed. You store your boost dice in the dice well on the play mat. Your force consists of the units and monsters you will use in the game. and you put them back in the dice well after you roll them. When a unit or a building takes 1 damage. This indicates the figure’s physiology. When a unit is crushed. dice (p. A faction is a specific group within an agenda. 20). You also store unearned power dice in your dice well. dice well (p. enemy (p. When a building is destroyed. A unit adjacent to a building or friendly monster or occupying a forest space gains the cover effect. 23). Monsters cannot be crushed. Its reactions and unresolved triggers don’t occur. it is destroyed. faction (p. move the corresponding slider on its health tracker 1 point toward the skull icon at 0 for each damage taken. energy stat (p. This appears only on buildings and shows the number of power dice you receive if your monster destroys the building with a brawl attack. When a monster form is destroyed. The dice in Monsterpocalypse use symbols to indicate strikes and misses for a roll. remove it from the battle map immediately and place it back in your unit reserves. energy type (p. Certain attacks and abilities crush units rather than destroy them. 10). Some buildings have an ability that creates a hazard when they are destroyed. Cost appears on units and shows the number of action dice you must spend to bring the unit into play. Hazards are considered rough terrain. defense. A foundation space shows where you or your opponent can place a building during setup. 3). remove it from the battle map and replace it with the building’s rubble tile. and boost dice (blue). foundation (p. The dice you pick up to roll are considered dice in play. Your dice remain in play until all abilities that affect them have resolved and you place each of them into a pool. granted ability (p. When the slider reaches the skull. When a monster form takes damage. 19–20). faction/FAC figure (p. p. hazard (p. Enemies include all figures in your opponent’s force. place the rubble tile with the hazard side up. 19). cover (p. 10). This shows the number of strikes your opponent must roll in a single attack to hit the figure. dice in play (p. 15). crush (p. 21). 7). When this happens. When you roll the dice. force (p. damage (pp. 3). remove it from the game. DEF (p. Certain game effects might have greater impact or no impact at all on a figure depending on its energy type. After you spend or roll a power die. 3).cost (p. 30). Not all foundation spaces must be used in a particular game. 10). Each player must have his own set of dice. Faction figures are all the figures in your force that belong to the same faction. 7).
health tracker (p. A metamorph is a monster who uses a group of morphers instead of a standard alpha form. During the game. 40). To hold an objective space. and can later transform into its hyper form. 25). installation (p. monster (p. 5). you place them in your monster pool. and all action dice you spend or roll move from there to the unit pool after you use them. the hyper form is an elevated and more powerful state of the monster You start the game with any one hyper form of your monster in your monster reserves. 24). See base. called metamorphs. use a group of four small-based morphers as their alpha form instead of using a large-based monster figure. or attack with it. a unit must simply occupy the space on the map. The figures come in pairs because in the game you use two different versions of your monster. Those immunities are explained in the descriptions of the game effects. See morpher. Monsters are mounted on large bases (4 spaces). but in most other regards they are treated as small-based monsters. 40). impassible terrain. The hyper form of a metamorph works exactly the same as a normal monster’s hyper form. immune (p. 8). metamorph (p. you can spend power dice equal to the hyper stat of your monster’s hyper form to change your monster into its hyper form. 7). The morphers share the monster’s health and fight as a team during the monster activation phase until they come together to create the metamorph hyper form. use its abilities. In this phase. each player places the alpha form of his monster on one of these spaces. it cannot be harmed or affected by the specific type of attack or effect described. Some installations have the ability to attack other figures. The tracker monitors the health of your monster’s alpha form (with the top slider) and hyper form (with the bottom slider) during the game. Sometimes a monster’s energy type grants it immunity from certain game effects. you place them in your unit pool. During a monster activation. a more powerful version. hyper form (p. hyper stat (p. After you spend dice from your unit pool. You can tell a monster is a hyper form if it has a hyper stat on its base. (p. The monster begins the game in its alpha form. when a figure takes damage from an attack or effect. hit/miss (p. See metamorph. 11). This symbol appears only on monster hyper forms. monster/unit pools (p. One of the two forms of a monster. Choosing a monster activation makes your monster pool the active pool. miss. Morphers interact with terrain like units. At the beginning monster starting zone of a game. After you spend dice from your monster pool. identified by dashed outlines of that player’s color. 24). 10). you have to spend a number of power dice equal to the hyper form’s hyper stat. See hit/miss. the attack has hit the target. you can move your monster. holding an objective (p.health stat (p. Monsters are the center of your force. If the total number of strikes on an attack roll is equal to or greater than the target’s defense . the basic version. Some monsters. If you do not have any action dice in your monster pool. When you want to change your monster into its hyper form. it is considered hit even if it was not the initial target. you split your action dice between your monster pool and your unit pool. This shows how much damage a monster form can take before being destroyed. 52 . See terrain. 10). monster activation (p. you cannot perform a monster activation. 2). When a figure possesses an immunity. 31). Also. hyper phase (p. 45). large-based figure. 21). Monsters cannot hold objective spaces. morpher (p. An installation is an allied building.
Reactions can come from the figure being attacked and from any figure allied to the target. negative zone. 21). A figure occupies any space its base covers. 25). The power stat symbol shows the maximum number of action dice you can roll when you make a power attack. 7). occupy a space. neutral spawn point and activator. left. 26). power zone. See monster starting zone. If one of your figures is holding an activator next to a neutral spawn point. roll up to 3 action dice from your monster pool. (p. you move them from your dice well to your power pool where you can use them. open terrain. power trigger (p. A figure can move up. A power zone is a type of objective space. The parts of a turn are called phases and must be followed in order for each turn. if you have dice in your unit pool. 29). Power dice are additional resources gained through various means. play mat (p. phases (pp. which are red. neutral spawn point and activator (p. but throughout the game you can perform actions that earn you power dice. or diagonally on the map. See blast attack. power up (p. You must roll at least 1 power die and 1 action die when making a power attack. 53 . right. 9). Power triggers take place if you hit a figure with a power attack. 25). These spaces grant benefits to the player who holds them and may hinder the player who does not. and spawn point. you can move as many of them as you like to your monster pool. if you have dice remaining in your monster pool. you can attempt to power up to gain power dice. power dice. power (stat) (p. P-Dice (p. down. Large-based figures occupy 4 spaces at a time. Only monsters can make power attacks. objective space (p. 12). p. 24–26). Each time you power up you gain +1 power die for each power zone held by one of your units. range (p. 9). push phase (p. monster activation. In this phase of your monster activation. power zone (p. You start the game with 0 power dice in your power pool. 25. When you earn power power pool dice. Power dice are used up when you roll or spend them. 10). See terrain. Each time you power up. power attack (p. 32). 28). Monsterpocalypse is played on a play mat containing a battle map and areas to store your dice and force figures not in play. In this final phase of your unit activation. You successfully power up if you roll at least 1 strike. Each of your monster activations you can attempt to power up in order to move additional power dice to your power pool so that you can use them later in the turn. 21). negative zone (p. Your starter set comes with 10 power dice. Neutral spawn points are available for either player to control and may switch from one player to another (or none) many times in a game. power phase (p. reaction (p. 22). A figure can move diagonally only once when it advances. you control the spawn point and can use it as one of your own. Once per this phase of your monster activation. your opponent loses 1 power die for each negative zone held by one of your units. you can move as many of them as you like to your unit pool. To attempt to power up. Reactions are abilities that take place after resolving triggers. 10). Each power attack does 1 point of damage when it hits as well as having effects that could result in the relocation of the target monster. 21).move (p. See unit activation.
reroll (p. See base. When you have three of your units adjacent to a building with no enemy units or enemy monsters adjacent to it. You can step a monster as many times as you have action dice to spend. Spawn points are the spaces on the map where your units enter the game. A target is the intended recipient of an effect or attack. the target takes 1 additional point of damage. 25). some or all of its health can be restored by other effects. you take the dice in play and roll them a second time. Note that rubble tiles have two sides. SPD figure can move on the map when it advances. spawn phase (p. Note that combining the effect of counting a space twice with not counting a space will result in the space not being counted. 22). The reserves boxes on your play mat hold the figures in your force not currently in play. rubble tile (p. 21). An advancing unit can move from one unoccupied teleporter to an unoccupied space on or adjacent to another teleporter for just 1 space of movement. 19). in the absence of a legal target for an effect. Before and after your monster advances. 7). Teleporters provide movement shortcuts for units. 28). The form of the monster you aren’t currently using is kept in your monster reserves unless it has been destroyed. (p. Units do not count speed boost spaces when advancing into them. p. When an ability or effect causes super damage. but before it attacks. Treat all rubble tiles as rough terrain regardless of which side is facing up. you receive +1 power die for each building you are securing. and the other side indicates a type of hazard. A strike is indicated strike. p. A super strike is indicated by two explosions on a single die and counts as 2 strikes. To spawn a unit. A figure’s skills are always in effect while it is on the battle map. 9). See terrain. When a building is destroyed. This shows how many spaces a speed. Standard spawn points of your color remain yours for the entire game. One side indicates non-dangerous rubble. 5). you must spend action dice from your unit pool equal to the figure’s cost. the effect does not occur. securing buildings (p. 14). reserves (monster/unit) (p. (p. speed boost (p. If a monster has taken damage. 25). See neutral spawn point. Its health can never exceed its health stat. When you reroll. 32). restore health (p. super strike by one explosion symbol on a die. you are securing the building. you can step him by spending 1 action die to move him 1 space in any direction. An effect has resolved when all its conditions have been met or you have determined that they cannot be met. 22). teleporter (p. 8). The units you aren’t currently using are kept in your unit reserves. step (p. rough terrain. remove it from the battle map and replace it with the building’s rubble tile. spawn point (p. You must accept the result of this second roll. 18. skill (p. 5. When you spawn a unit. 22). you take a unit from your unit reserves and place it on one of your spawn points. Counting 0 twice is still 0. 20). including diagonally. All targets must be declared out loud. super damage (p. 54 . A figure can take only 1 point of super damage per attack. Each time you power up. A legal target fulfills all the requirements to be a target. In this phase you can spend action dice to bring units into play from your unit reserves. 28). small-based figure. resolve. spawning units (p. target (p.
They can continue to come back into play throughout the game. A unit cannot cross them without an ability allowing it to cross impassible terrain in general or water spaces specifically. 28). Both types are mounted on small bases (1 space). you can move one of your units. unit activation (p. See monster/unit pools. 14). you put them back into your unit reserves. Then resolve reactions that apply. rough. During a unit activation. water (p. Finally apply damage and remove destroyed figures from the battle map. A player wins the game when his is the only monster form still in the game. 55 . 15). When they are destroyed. rough terrain is more difficult. or attack with it.terrain (open. Then resolve power attack effects. Monsters don’t mind. Open terrain is the easiest to move through. and power stats because a trigger takes place only if you hit a target with a specific type of attack. timing of an attack (p. 4). Spaces that include water (blue on the map) are impassible terrain. Units come in two version: grunt units are basic. 29). If you do not have any action dice in your unit pool. and elite units are more powerful. unit pool. The spaces on the battle map represent various types of terrain your figures will traverse. Next resolve the attacking figure’s triggers. 25). but some types of terrain are more difficult for units to cross than others. you cannot perform a unit activation. blast. use its abilities. Choosing a unit activation makes the unit pool the active pool. Units are the support troops that support your monster in your force. First. win (p. unit (elite. 2). and impassible terrain is impossible without special abilities. Next resolve advantages that apply. impassible) (p. grunt) (p. trigger (p. the attacking player rolls dice to determine if the attack hits. These abilities have the same shapes as the brawl.
pOwER CyClE—If this monster participated in an attack that rolled 1 or more P-Dice. restore +1 Health to this monster. advanTageS ENERgy CyClE—If this figure participated in an attack of 2 or more A-Dice. ExTiNguiSh—Replace 1 adjacent hazard with rubble. Figures occupying the same space(s) as that hazard suffer its effects as if they had collided with it. advance this figure up to 2 spaces even if it has advanced this turn. TOw—Choose 1 unit within 5 spaces of this figure and place that unit in a space it could legally occupy adjacent to this figure. ChaiN aTTaCk—Once each turn. fiSSiON—You can push 2 A-Dice from your unit pool to your monster pool. SpRiNT—Advance this figure up to 3 spaces. dEMOliSh—Choose 1 enemy figure adjacent to target building. bEaCON—Advance your monster up to 2 spaces. even if it has advanced this turn. NESTiNg—If this figure is holding a power zone or negative zone. fiRST aid—Restore +1 Health to an adjacent monster with less than half its starting health. MaRkER—If this figure participated in an attack that missed. bliTz—Once each turn. 56 . reroll the attack roll with dice in play. CRuNCh—If this monster’s attack rolled 1 or more super strikes. gain +1 P-Die. Do not gain a P-Die for crushing it. MaNufaCTuRE—If a brawl attack made by this figure hits a unit. ChaiN REaCTiON—If target unit is destroyed. You can roll another attack of the same type against a different target with dice in play. this monster can make a power attack. TElEkiNESiS—Choose 1 unit within 2 spaces of this figure and move that unit 1 space in any direction. even if it has advanced this turn. diSRupT—If target monster is in its hyper form and its alpha form has not been destroyed. restore +1 Health to it. RElOCaTiON—Choose 1 unoccupied foundation that has at least 1 space within 5 spaces of this building. advance this figure up to 2 spaces even if it has advanced this turn. regardless of the number of spaces between the attacker and the new target. buSiNESS CENTER—Your opponent loses 1 P-Die. RagE—After this figure hits with an attack. diSTRibuTOR—Both players gain +1 P-Die. ENERgy dRaiN—Target monster’s controller pushes 1 A-Die from his monster pool to his unit pool. TElEpORT—Place 1 adjacent AGN unit adjacent to another AGN figure with Teleport. crush that unit. SuMMON—Put 1 FAC unit from your reserves into play adjacent to this figure. If you roll 1 or more strikes. hOiST—Choose 1 unit within 2 spaces of this figure and place that unit in another space it could legally occupy within 2 spaces of this figure. Mechanical RESTORaTiON—If this monster occupies a space with a power zone. If you crush a unit with this ability. The chosen figure takes 1 damage. SaCRifiCE—Crush 1 adjacent AGN unit to restore +1 Health to this monster. Remove any hazard or rubble tiles on that foundation and then place this building on it. paThfiNdER—Roll the A-Die used to pay for this action. put 1 FAC unit from your reserves into play adjacent to this figure. you can return 1 A-Die that rolled a miss to the active pool. and hazards in its path. COMMaNd—Advance 1 other FAC unit up to its SPD.abiliTy referenCe aCTionS abduCT—If this figure and another FAC figure with Abduct are adjacent to the same enemy unit aTTRaCTiON—You gain +1 P-Die. it does super damage. including diagonally. TRaNSpORT—Put 1 AGN unit with from your reserves into play Cargo adjacent to this figure. igNiTE—Flip an adjacent rubble tile to its hazard side. you can return 1 P-Die that rolled a miss to your power pool. use the dice in play to make the same type of attack against 1 enemy unit adjacent to it. even if it has advanced this turn. ExplOSiON—All monsters and units adjacent to target unit with a DEF equal to or less than the number of strikes rolled take 1 damage. units. ENERgy Sap—You can push 1 A-Die from target figure’s A-Dice pool to the other dice pool. Then put a FAC unit from your reserves into play adjacent to this figure. lEaCh—If an attack made by an AGN unit hits an enemy monster. That monster moves through and collides with buildings. REfuEl—Advance 1 adjacent FAC figure up to its SPD. REpaiR—Restore +1 Health to 1 adjacent monster. It stops moving if it collides with another monster. even if it has advanced this turn. TriggerS bEaT baCk—Move target monster 3 spaces in a straight line in a direction chosen by the attacker. apply damage and then replace it with its alpha form. crush 1 enemy unit within 2 spaces of this figure.
this monster’s attack does super damage. it takes 1 damage. You can place the target only into unoccupied spaces or spaces occupied by buildings and/or units. this figure can make a blast attack. to spawn an Occult high OCCupaNCy—If your Nature monster hits this building with a brawl attack. the active player can use 1 unoccupied space of that hazard unit. gRiNd—Move 2 A-Dice from the dice in play to your inactive pool. this figure can make a brawl attack. Once each unit activation. vaMpiRiSM—If target monster is hit. RilEd—If this figure is hit. roll another attack of the same type against the same target monster with the remaining dice in play. fOllOw ThROugh—Once each turn. hEllfONT—If this building is hit or destroyed replace it with a hellfont hazard. pOwER SiNk—If your opponent rolls 1 or more P-Dice in an attack. iNduSTRial SiTE—If your Radical monster hits this building with a brawl attack. Radial aTTaCk—If target figure is hit. restore +1 Health to that monster. blaziNg iNfERNO—If this building is hit or destroyed. RiOT—Once each turn. pOwER STRikE—Target monster’s controller loses a number of P-Dice equal to the number of super strikes you rolled in the attack. wEapON MaSTER—This monster’s attack does super damage. TOSS—Place target monster in a new location up to 4 spaces away from its current location in a straight line in a direction chosen by the attacker. fOllOwiNg fiRE—Once each turn. other monsters and units adjacent to the attacking figure with a DEF equal to or less than the number of strikes rolled take 1 damage. OvERlOad—If target monster’s controller has more than 5 P-Dice. this monster’s attack does super damage. ChEMiCal Spill—If this building is hit or destroyed. restore +1 Health to that monster. If the dice in play include at least 1 remaining A-Die. even if it has already advanced this turn. 57 . Mechanical monsters at full health do not suffer this damage. MulTi-ShOT—Choose up to 2 other enemy units in the blast attack range of this figure. gain +1 P-Die. pOwER dRaiN—Target monster’s controller loses 1 P-Die. reaCTionS pOwER gORgE—You gain +1 P-Die. replace it with a chemical hazard. gain +1 P-Die. replace it with a fire hazard. this monster can make a rampage. monsters on or adjacent to its foundation suffer 1 damage. restore +1 Health to this monster. monster dEfENSElESS—If your Fiends hits this building with a brawl attack. Hit & Run—Advance this figure up to 3 spaces. MuNCh—If target unit is destroyed. Figures moving onto that hazard take 1 damage. If the chosen figure’s DEF is equal to or less than the number of strikes rolled. Those with a DEF equal to or less than the number of strikes rolled take 1 damage. SyNChRONizEd MOvE—Choose 1 allied unit within 2 spaces of this figure and advance that unit up to its SPD. lighTNiNg aTTaCk—Once each turn. or ram power attack with dice in play. restore +1 Health to this monster. gain +1 P-Die. if the dice in play include 1 or more P-Dice. MEdiCiNE—If your monster hits this building with a brawl attack. fliNg—Choose a building or enemy figure within 5 spaces of target unit and roll dice in play. livE wiRE—When this building is destroyed. gain +1 P-Die. stomp. flak—If target unit has Flight . all monsters and units adjacent to it with Flight and a DEF equal to or less than the number of strikes rolled take 1 damage.fEEdiNg fRENzy—If there are other AGN figures adjacent to target monster. even if it has advanced this turn. Figures moving onto that hazard take 1 damage. this monster can roll a second attack of the same type with dice in play against the same target monster. SiphON—If target monster is hit. Then move 2 B-Dice and 2 P-Dice from the dice in play to your dice well. gain +1 P-Die. That monster’s controller loses 1 P-Die.
ChaRgE—If this figure advanced this turn. hazaRdOuS—If a monster collides with 1 or more units with Hazardous or crushes them with a rampage power attack. ChaMpiON—This unit gains +1 brawl and blast B-Dice for each adjacent grunt unit with the same name as this unit. allies gain +1 SPD. aNNihilaTE—This monster’s attacks do super damage. your other units within 2 spaces and with the same name as this unit can advance without spending A-Dice. and power B-Dice. 58 . that monster takes +1 collision damage. diSTRaCT—Enemy figures within 2 spaces of this figure suffer -1 brawl. If this figure is a unit. Players do not gain P-Dice for the units being crushed. If this figure is a unit. flaNk—Enemies within 2 spaces of this figure are -1 DEF from brawl attacks made by other AGN figures. This movement must be in a straight line in a direction chosen by the attacker. aRMOREd—This figure is immune to damage from collisions with buildings. haSTEN— This unit gains +1 SPD. If the building comes in contact with a figure it cannot destroy. dECOy—While a FAC figure is adjacent to this figure. gain +1 P-Die. this attack against a figure with Flight figure gains +1 brawl and blast B-Dice. high iMpaCT—If this unit is the same FAC as your monster. all adjacent units are crushed and adjacent buildings and monsters take 1 damage. if you are securing this building and spawn a unit reduce its cost by 1. including diagonally. buRROw—This figure can move through figures and treats all terrain as open terrain. aMplify—If you power up. AGN figures within 2 spaces of it gain +1 brawl B-Die. SpiRE—If a monster collides with 1 or more figures with Spire. SidE STEp—If this figure is missed. gaNg—If another figure from the same AGN as this figure is adjacent to the target figure. Flight halT—Enemy units that begin their advancement adjacent to this figure can advance only 1 space. the building stops and the figure takes 1 damage. uNSTablE—If this figure is hit. CliMb—This figure can advance through buildings. Leave this building’s hazard or rubble tile on the foundation where it was originally placed. fORCE fiEld—This unit gains +1 DEF against blast attacks. fiNaNCiER—If you are securing 1 or more units buildings with 3 or more Protector when you power up. it does super damage. dig iN—If this figure is holding a power zone or negative zone. SupERSTRuCTuRE—If your Destroyer monster hits this building with a brawl attack. Buildings within 2 spaces of this figure that are secured by enemy units cannot use actions. SkillS adapTablE—When this monster’s swat or ram power attack does damage to another monster. it gains cover. diSCOuNT—Once each turn. blast. aRMOR piERCiNg—Target figure is -1 DEF to blast attacks. fiREpROOf—This figure is immune to fire hazards. COORdiNaTE—If this unit is the same FAC as your monster. it gains +1 brawl B-Die. vOlaTilE—If this figure is hit. this figure gains +1 brawl B-Die. gain +1 P-Die. bERSERk—This unit gains +1 brawl B-Die. aNTi-aiR—If this figure participates in an . fORTify—If this figure is holding an objective space. COuNTERMEaSuRES—Enemy figures within 2 spaces of this figure cannot use actions. you can move it 1 space in any direction. crush it. fORTifiEd—If you are securing this building. bOMbER—This figure‘s minimum blast attack range is 1. Crush or destroy any units or buildings the building moves through. flighT—This figure can move through figures. and is immune to hazards. crush all adjacent units. CaRgO—This unit is cargo (see Transport). this figure cannot be targeted by blast attacks. crush it.ROllER—If a monster hits this building with a brawl attack. dRaiN lifE—Adjacent monsters cannot restore health. This figure cannot hold objective spaces and does not benefit from cover. ShOCk wavE—If this monster was moved as a result of a power attack or a trigger ability. CiTy hall—If you are securing this building. all TERRaiN—This figure treats rough terrain as open terrain. whenever either player gains 1 or more P-Dice for destroying a unit and the other player has 5 or fewer P-Dice. treats all terrain as open terrain. move the building a number of spaces equal to the number of strikes rolled on the A-Dice for that attack and then destroy it. A unit without Flight cannot make brawl attacks against it unless the attacker has an ability that allows it to do so. this unit gains +1 blast B-Die. fuEl dEpOT—If you are securing this building. gROuNd CONTROl—This unit with can hold objective spaces. gain +1 P-Die for each allied unit with Amplify holding a power zone. allied units within 2 spaces of it gain +1 brawl B-Die. that monster takes 1 damage. the other player gains +1 P-Die. ClOak—This figure cannot be targeted by blast attacks from 3 or more spaces away. diSaRM—Enemy figures within 2 spaces of this figure suffer -1 Blast. aMphibiOuS—This figure treats water spaces as open terrain. It is immune to hazards while advancing. all adjacent units are crushed. It still suffers collision effects from hazards and figures.
lOgiSTiCS—If 1 or more AGN figures within 2 spaces of this figure participate in a combined attack. gain +1 P-Die for every building destroyed and every enemy unit crushed. players do not gain P-Dice on their opponent’s turn. ShElTER—This unit gains +1 DEF against brawl attacks. other FAC figures within 2 spaces of it gain +1 blast B-Die. treats all terrain as open terrain. This unit cannot end its movement on impassible terrain. and the other monsters suffer 1 damage if their DEF is equal to or less than the number of strikes rolled for the rampage. gain +1 P-Die. before your power phase or spawn phase you can push 1 A-Die from one of your dice pools to the other. iNTEl—If you are securing this building. quiCk—If this figure is the same FAC as your monster. SMOkE SCREEN—Allied units within 2 spaces of this figure gain +1 DEF against blast attacks. gain +1 P-Die for every building destroyed and every enemy unit crushed. wEakEN—Enemy figures within 2 spaces of this figure are -1 DEF to attacks made by AGN figures. This unit can make brawl attacks against a figure with Flight . The unit must be placed in a space it can legally occupy. SafEguaRd—If you are securing 1 or more buildings when you power up. gain +1 P-Die. JuMp—This figure can move through figures. NEgaTiON—Enemy figures within 2 spaces of this figure cannot make power attacks. gain +1 P-Die. MEdia hub—If you are securing 1 or more buildings with Media Hub with 3 or more Invader units when you power up. SupER STRENgTh—This monster’s throw and smash power attacks move target monster up to +1 space. It still suffers collision effects from hazards and figures. SupER RaMpagE—If this monster makes a rampage power attack. this monster stops moving. If this monster is in its hyper form. ShufflE—If you are securing this building. hOvER—This figure treats all terrain as open terrain. TENaCiOuS—This figure is immune to hazards. SupER SMaSh—This monster’s smash power attacks do super damage. the attack roll gains +1 B-Die. lifT—Allied units that begin their advance for that adjacent to this figure gain Flight advance. If this figure is a unit. MONuMENT—If you are securing 1 or more buildings with Monument when you power up. SpOTTER—Enemy figures within 2 spaces of this figure are -1 DEF to blast attacks made by AGN figures. liMiTEd—You cannot include more than 1 figure with this name in your city or force. hOly gROuNd—Monsters within 2 spaces of this building cannot restore health. you can place that unit on any space adjacent to any building with Underground Network or adjacent to any and then of your figures with Teleport continue the unit’s advance. DEF: Defense SPD: Speed A-Die: Action Die B-Die: Boost Die P-Die: Power Die 59 . allied units adjacent to it gain +1 blast B-Die. your opponent loses 1 P-Die for each of your allied units with Power Tap holding a negative zone. REaCh—This figure can make brawl attacks against and participate in combined brawl attacks against target figures within 2 spaces and can attack figures that have Flight . and is immune to hazards on which it does not end its advancement. RadaR—This figure‘s blast attack range gains +2 spaces. lEadERShip—Grunt figures within 2 spaces and with the same name as this figure gain +1 brawl and blast B-Dice. uNdERgROuNd NETwORk—If you are securing this building and you advance unit adjacent to this a Collaborator building. If you destroy this building. MaSSivE—This monster is immune to throw power attacks. RESiliENCE—This monster is immune to super damage. AGN: Agenda FAC: Faction MaRTial aRTiST—Target figure is -1 DEF to power attacks. pOwER Tap—If your opponent has more than 5 P-Dice when you power up. JuggERNauT—If a space this monster would move into while rampaging is occupied by 1 or more other monsters. iNdiRECT fiRE—Attacks made by this figure ignore cover. JaM—Enemy figures within 2 spaces of this figure cannot grant abilities. iNTENSify—If this building is holding an objective space.high SECuRiTy—If you are securing this building. your opponent loses 1 P-Die. iNfilTRaTE—Buildings within 2 spaces of this figure are -1 DEF to attacks made by AGN figures. pOwER aMplifiER—If you are securing 1 or more buildings with Power Amplifier and hold 1 or more power zones when you power up. this attack does super damage. REgulaTEd—While this building is in play. the second target of the attack can be up to 7 spaces away instead of 5. Adjacent allied figures can make brawl attacks against figures with Flight. STEady—This monster is immune to body slam power attacks. this figure can advance without spending an A-Die. MOTivaTOR—AGN figures that begin their advance adjacent to this figure gain +1 SPD. adjacent allied units can advance without spending A-Dice. MiRE—Enemy units count spaces within 2 spaces of this figure twice when advancing into them. gain +1 P-Die. SupER SwaT—When this figure makes a swat power attack or uses the Fling trigger. it gains +1 DEF against blast attacks. SupER STOMp—If this monster makes a stomp power attack. NO-fly zONE—Enemy figures cannot advance through the space(s) this figure occupies.
com. rulings. go to www. Wilcox Sculpting Benoit Crosse Brian Dugas Jason Hendricks Ben Misenar Ben Saunders Proofreading Ed Bourelle Darla Kennerud William Shick Paint Master Ron Kruzie For complete rules.CrediTS Creator of Monsterpocalypse Matt Wilson Art Direction Kris Aubin Painting Matt DiPietro External Playtesting Ed Bourelle Amory Burgess Joel dela Cruz David Dankel Mike Emery Logan Fisher Andrew Inzenga Jordan Hoover Michael Kelmelis Nick Kendall James Klapperich Jeff Long Ryan Rockett Josh Saulter Dan Seeley Timothy Simpson Mark Thomas Concept Art Roberto Cirillo Chris Walton Chief Creative Officer Matt Wilson Master Resin Caster Sean Bullough Project Director Bryan Cutler Illustration Imaginary Friends Studios Dan LuVisi Production Director Mark Christensen Project Manager Ed Bourelle President Sherry Yeary Map Design Rob Stoddard Game Development Manager and Monsterpocalypse Lead Developer Erik-Jason Yaple Game Development David Carl Kevin Clark Michael Faciane Jason Soles Rob Stoddard Map Graphics Javier Rodriguez Licensing & Contract Manager Brent Waldher Graphic Design Kris Aubin Kim Goddard Josh Manderville Stuart Spengler Marketing Coordinator William Shick Hobby Manager Rob Hawkins Playtest Coordinator David Carl Studio Direction Ron Kruzie Internal Playtesting Michael Faciane Rob Hawkins Adam Poirier Doug Seacat William Shick Jason Soles Brent Waldher Chris Walton Erik-Jason Yaple Editing Darla Kennerud Erin M. and frequently asked questions. TM 60 .monsterpocalypse.
such as UberCorp International and the Shadow Sun Syndicate.monsterpocalypse. Factions of the same agenda. can grant each other abilities to make the most of their combat options. TM www. while monsters from the same or neighboring agendas can team up to unleash new levels of carnage on their opponents.The updated agenda wheel shows the true scope of the ongoing Monsterpocalypse.com .
This action might not be possible to undo. Are you sure you want to continue?